# Victoria 3 changelog > Paradox Development Studio invites you to build your ideal society in the tumult of the exciting and transformative 19th century. - Vendor: Paradox Development Studio - Category: Games - Official site: https://store.steampowered.com/app/529340 - Tracked by: What's New (https://whatsnew.fyi/product/victoria-3) - Harvested from: Steam (app 529340) - Entries below: 22 (newest first) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Hotfix 1.13.9 is now LIVE! - Not for Problem Reports! - Date: 2026-06-25 - Original notes: https://store.steampowered.com/news/app/529340/view/688635449342689710 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-688635449342689710 - **added** — Add search bars in various places, including the Tech tree, to look for specific unlocks - **added** — Add fleet action to return a fleet to nearest friendly port for repairs, resuming mission when repairs finish - **added** — 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 - **changed** — Rework Command Limit so that regulars or raised conscripts, whichever is higher, is compared against command limit rather than being added together - **changed** — Most instances of flat negative Authority and Bureaucracy modifiers, such as Political Concessions, are now treated as Authority or Bureaucracy costs - **changed** — Fronts now track which side has made gains in the last few months and display this in the Front panel - **changed** — Involvement level in a country's capital region now impacts leverage generation, ranging from -50% at no interest to +50% at Hegemonic - **changed** — Add unique localisation to the Shogunate Regency with Shōgun Kōken-Shoku as a title for the Regent - **changed** — Trade Centers now gain Trade Advantage from Prestige Good input, up to 25% at 100% prestige input - **changed** — Reduce output of Fruit Plantations by a fair bit, especially using slaves - **changed** — Rework Law Enactment Time modifiers into Law Enactment Speed modifiers with a minimum of 10% speed to prevent instant law enactment - **changed** — Change the impact of Prominence and Movement Pressure to be additive rather than multiplicative on ideology selection weight - **changed** — 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 - **fixed** — Fix issue where the AI would queue more barracks than intended due to not correctly counting barracks already in the queue - **fixed** — Fix bug causing the AI to generate duplicate ship templates - **fixed** — Fix bug where the AI could disband its entire army because it was trying to get rid of unwanted marines that didn't exist - **fixed** — 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-184-the-great-wave-hotfix-ai-update-information.1929512/), 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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 s _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/688635449342689710]_ ### Hotfix 1.13.8 is now LIVE! - Not for Problem Reports! - Date: 2026-05-28 - Original notes: https://store.steampowered.com/news/app/529340/view/668366713382765220 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-668366713382765220 - **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 - **fixed** — Naval battles not spawning during naval invasions unless there was an explicit interception mission - **fixed** — Fleet dropping an army in the sea and returning to port during naval invasion - **fixed** — Naval invasion getting cancelled if an enemy fleet was blocking the sea node - **fixed** — 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/), it is very helpful in identifying issues especially with a save! We will also update the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-182-the-great-wave-update-1-13-now-live.1919221/) | [1.13.1](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-1-is-now-live-not-for-problem-reports.1919489/) | [1.13.2](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-2-is-now-live-not-for-problem-reports.1919767/) | [1.13.3](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-3-is-now-live-not-for-problem-reports.1919781/) | [1.13.4](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-4-is-now-live-not-for-problem-reports.1920992/) | [1.13.5](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-5-is-now-live-not-for-problem-reports.1922242/) | [1.13.6](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-6-is-now-live-not-for-problem-reports.1923815/) | [1.13.7](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-7-is-now-live-not-for-problem-reports.1925153/) ### Hotfix 1.13.7 is now LIVE! - Not for Problem Reports! - Date: 2026-05-27 - Original notes: https://store.steampowered.com/news/app/529340/view/668366713382764582 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-668366713382764582 - **added** — Added the Kiel Canal as a constructable canal - **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 - **changed** — Recalculated port connection merchant marine costs based on each country's market area purchases rather than inflated sums - **changed** — Supply Ships now have proper 3D graphics using troopship graphics and visually change over time as better tech is unlocked - **changed** — AI now composes fleets according to desired roles such as main battle fleet or raiding fleet with different ship compositions and sizes - **changed** — Improved AI fleet mission handling to use fleets in a more logical fashion during war and peace - **changed** — AI is now better at prioritizing important regions with high strategic region score for stance assignment - **fixed** — Fixed bug where AI could create invalid templates for some ship classes resulting in those classes never being used - **changed** — 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 - **changed** — AI will decommission a limited number of obsolete ships per tick to avoid overly aggressive mass-disbanding - **changed** — AI no longer always fills every utility slot but makes determination based on utility weight versus number of empty slots - **fixed** — Fixed bug where AI was unable to downsize barracks due to attempting to downsize marines that did not exist - **fixed** — Fixed bug where AI would be unable to downsize barracks due to disbanding units not flagging their building spending priorities as needing update - **changed** — AI now treats shortages much more seriously when lacking the ability to trade to solve them - **changed** — Improved AI fleet and army selection logic for naval invasions and transportation - **changed** — AI now more actively merges small temporary formations in the same location - **fixed** — 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 - **changed** — AI will now limit mission area size of its fleets based on fleet size with smaller fleets having smaller mission areas - **fixed** — Fixed bug where AI would refuse to defend itself in war against much weaker opponent due to incorrectly applied checks - **changed** — 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 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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 tra _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/668366713382764582]_ ### Hotfix 1.13.6 is now LIVE! - Not for Problem Reports! - Date: 2026-05-20 - Original notes: https://store.steampowered.com/news/app/529340/view/670617878982033429 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-670617878982033429 - **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 - **changed** — Prestige goods bonuses now apply to units in combat - **fixed** — 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-182-the-great-wave-update-1-13-now-live.1919221/) | [1.13.1](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-1-is-now-live-not-for-problem-reports.1919489/) | [1.13.2](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-2-is-now-live-not-for-problem-reports.1919767/) | [1.13.3](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-3-is-now-live-not-for-problem-reports.1919781/) | [1.13.4](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-4-is-now-live-not-for-problem-reports.1920992/) | [1.13.5](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-5-is-now-live-not-for-problem-reports.1922242/) ### Hotfix 1.13.5 is now LIVE! - Not for Problem Reports! - Date: 2026-05-12 - Original notes: https://store.steampowered.com/news/app/529340/view/664987110632064981 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-664987110632064981 - **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 - **added** — The Jeune Ecole and Capital Fleet Navy Model Laws now provide a starting experience bonus to ships - **added** — Added station in state option to right-click menu for military formations, supporting overseas stationing - **added** — Added Ansei Great Earthquakes event for Japan - **added** — Added events for the Taikyo Proclamation and finishing Shinbutsu Bunri and Elevate Buddhism - **added** — Added a decision for Japan to found a modern secret police force based on the Shinsengumi - **added** — Added a decision for Japan to abolish the Edo status system upon concluding the Meiji Restoration or researching Human Rights - **added** — Added traditional Japanese female clothing (haori) with additional patterns and color variations - **added** — 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 - **changed** — 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 - **changed** — Baseline accuracy bonus and critical hit chance for all ship types adjusted downward to compensate for ship veterancy bonuses - **changed** — Halved base literacy growth further, from 0.1% to 0.05% - **changed** — Abolishing the Edo Status System now requires Japan to abolish Subjecthood - **changed** — Public Schools now grant literacy growth per level of institution - **changed** — Philosophical Pragmatism, Central Planning and Analytical Philosophy technologies now grant literacy growth rate - **changed** — 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 - **changed** — Bakufu is now required to enact Shinsengumi - **changed** — Iron-reinforced Hull now consumes Iron instead of purely Hardwood - **fixed** — Fixed MAPI not changing with tech, state, or law changes - **fixed** — The AI is now less gung-ho on supply ships and will not drive their economies to ruin endlessly building them - **fixed** — 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** — Fixed an issue where the AI was unable to ever pass Jeune Ecole - **fixed** — 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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 H _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/664987110632064981]_ ### Hotfix 1.13.4 is now LIVE! - Not for Problem Reports! - Date: 2026-05-07 - Original notes: https://store.steampowered.com/news/app/529340/view/664987110632063847 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-664987110632063847 - **fixed** — Fixed MAPI not updating after switching from traditionalism - **fixed** — Fixed troops moving southwards through Sinai - **fixed** — Fixed fleets getting stuck in the Bering Sea and Western Polynesian Sea - **fixed** — Fixed transporting fleets becoming stuck at sea if transport destination changed owner or controller - **fixed** — Fixed formations getting stuck during a transport mission - **fixed** — Fixed armies with a supply hub in Schleswig-Holstein not being able to build supply routes through the port - **fixed** — Fixed button to pause supply ship construction being disabled if there were no military ships in the queue - **fixed** — Unraised conscripts no longer count against transport capacity and cannot be raised when an army is overseas or in transit via ship - **fixed** — Fixed supply penalties from goods shortages not being applied - **fixed** — Fixed units being recruited to and disbanded from formations being transported by fleets - **fixed** — Fixed embarked armies not disembarking when target became invalid - **fixed** — Fixed world market access ignoring blockade penalties in some cases - **fixed** — Fixed issue that could prevent fleets from getting to resupply despite having enough supply ships - **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 - **changed** — Armies auto-split for transport are now proportionally split along unit groups to prevent organization loss from unbalanced formation chunks - **fixed** — Fixed AI failing to merge fleets and marine units at sea - **changed** — AI now properly calculates when fleets need to return home to repair or take on crew - **changed** — AI is now less keen on intercept and protect supply missions against enemies with inferior navies - **changed** — Increased base command limit for formations without commanders to 20 - **changed** — Merchant Marine input scaling and World Market Hub routing now correctly uses travel distance rather than number of sea nodes - **changed** — Reduced time to recover organization from 200 days to 100 days - **changed** — Changed minimum supply threshold for formation penalties from 50% to 25% - **changed** — Increased supply capacity for all land-based units significantly - **changed** — Signing Foreign Investment Rights treaty now requires interest tier level 2 or higher 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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** _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/664987110632063847]_ ### Hotfix 1.13.3 is now LIVE! - Not for Problem Reports! - Date: 2026-04-30 - Original notes: https://store.steampowered.com/news/app/529340/view/664986477286916722 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-664986477286916722 - **changed** — Fleets with insufficient capacity to transport an army will now make multiple trips to get the entire army to its destination - **changed** — 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-182-the-great-wave-update-1-13-now-live.1919221/) | [1.13.1](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-1-is-now-live-not-for-problem-reports.1919489/) | [1.13.2](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-2-is-now-live-not-for-problem-reports.1919767/) ### Hotfix 1.13.2 is now LIVE! - Not for Problem Reports! - Date: 2026-04-30 - Original notes: https://store.steampowered.com/news/app/529340/view/664986477286916703 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-664986477286916703 - **changed** — Military maintenance will now always be deducted before any other naval construction can happen, including supply ships - **changed** — The AI is no longer willing to just give away states that grant control over a strait - **fixed** — Fixed several cases where the AI could get blocked from launching naval invasions - **fixed** — Fixed an issue where the AI was not merging small Marine units formations that were deployed in the same land location - **changed** — Power bloc members now generate involvement the same way subjects do - **changed** — Moved Reinforced Fortification Production Method unlock for Naval Fortifications to Breech-Loading Artillery - **changed** — Restructured the layout of the action buttons for Formations and what goes in the context menu and what goes outside of it - **changed** — Hid ship modifications tech unlocks without DLC enabled - **changed** — Supply ships should no longer count as military ships of a fleet while engaged in a battle - **changed** — You can no longer set strait access restrictions when you have the strait open to everybody - **fixed** — Fixed an issue where supply ships being raided would permanently join the raided fleet if the battle ended abnormally - **fixed** — 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** — Fixed an issue where exiling an agitator would not remove them as commander - **fixed** — Getting a toll exemption treaty now only affects the target country rather than all - **fixed** — Fixed a softlock in the Honourable Restoration Journal Entry caused by a non-Tokugawa shogun - **fixed** — The Emperor abdicating will no longer break the Honourable Restoration Journal Entry - **fixed** — Fixed an issue that prevented opium_wars.4 from ever firing - **fixed** — 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-182-the-great-wave-update-1-13-now-live.1919221/) | [1.13.1](https://forum.paradoxplaza.com/forum/threads/hotfix-1-13-1-is-now-live-not-for-problem-reports.1919489/) ### Hotfix 1.13.1 is now LIVE! - Not for Problem Reports! - Date: 2026-04-29 - Original notes: https://store.steampowered.com/news/app/529340/view/664986477286916420 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-664986477286916420 - **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** — Fixed a bug where the AI would not disband empty formations it did not have a use for - **changed** — Improved AI handling of obsolete ships, including cancelling obsolete ship constructions and more aggressive decommissioning of useless ships - **fixed** — Fixed a bug where the AI would generate way more templates than it needed and improved how the AI designs ships - **changed** — Countries no longer start naval invasions using marines without a general - **fixed** — Fixed a bug where the AI was constructing new ships they did not have the necessary crew for - **added** — Added triggers for the AI to get rid of Merchant Navy if they have sufficiently high tech unlocked - **changed** — Reduced Literacy growth from 0.5% per week to 0.1% per week - **changed** — Reverted the change to several Land Reform law such as Tenant Farmers that added minimum subsistence employment - **changed** — Reduced the armor values of late game Capital Ships and moderately increased the damage of late game Cruisers - **changed** — 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 - **added** — Added two textile mills to Ile de France at game start - **changed** — Reduced movement radicalism gain from the Geheime Staatskonferenz for Austria - **changed** — Reduced movement radicalism gain from the Divided Monarchists Journal Entry for France - **changed** — Increased the threshold for the Hungry Forties Journal Entry to fire - **changed** — More historical Japanese characters have had their specific character DNA for their appearances added - **fixed** — Fixed an issue where pre-restoration Officers pops could wear peasant clothing pre-Restoration if the player had no DLCs - **fixed** — Fixed blockade graphics not being shown on the map - **changed** — Made the Strait map marker show up less frequently in the Default map mode - **removed** — Removed the broken commander buttons from the Naval Invasion planner - **changed** — Improved the missing crew alert by adding info that ships need to go to port to get new crew - **changed** — Significantly increased AI performance for handling diplomatic plays - **changed** — Improved AI performance for handling armies - **fixed** — Fixed the stranding of armies due to fleets forgetting they were transporting them because they got merged with another fleet - **fixed** — 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 - **fixed** — Stopped drowning marines when you merge two fleets and allowed them to be attached to the other fleet as intended - **fixed** — Fixed a bug where unraised irregular infantry could not gain any supplies - **fixed** — Fixed a bug where fleets could return to their home HQ when stationed in other HQs or states - **fixed** — Fixed 'Abandon Piracy' treaty not preventing 'Piracy' missions from still occurring - **fixed** — Fixed an issue where buildings which only employed very small pops would ignore them and dump their wages making them unable to hire anyone - **fixed** — Potentially fixed an issue that caused a rare bug which would cancel the construction of naval administration buildings - **fixed** — Fixed an issue that could print errors when hovering characters in the Honorable Restoration Journal Entry - **fixed** — Fixed Sweden owning Livestock Ranches in Kyoto - **removed** — Removed deprecated Man-o-War good from the USA-Texas starting treaty - **removed** — 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/664986477286916420]_ ### Victoria 3 - Dev Diary #182 - The Great Wave & Update 1.13 Now LIVE! - Date: 2026-04-28 - Original notes: https://store.steampowered.com/news/app/529340/view/535507353628312574 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-535507353628312574 - **added** — Ship Designer that allows customization of ship loadouts with templates for different ship types and modifications to Armor, Armament, Propulsion, and Supply Capacity - **added** — Flagships with unique status that can be assigned to ships and customized with figurehead ornaments, earning prestige from successful battles - **added** — Ship Transfer Treaty article for composing treaties that include ships as objects - **added** — Gunboat diplomacy that allows threatening Naval Hostilities when signing treaties, enabling hostile naval activities for 180 days if the opposing side declines - **added** — Port Bombardment fleet action allowing fleets to fire at coastal states to cause devastation and destroy buildings - **added** — Piracy mission for unrecognized nations to seize trade passing through sea nodes and sell it in their market - **added** — Treaty article to enforce abandonment of Piracy - **added** — Privateering mission available to recognized nations during war or Naval Hostilities - **added** — Hunt Pirates fleet action to crush pirate fleets set to the Piracy mission - **added** — Power Bloc Principle group related to the Navy - **added** — Multiple events for the Shogunal succession crises of the late Tokugawa and proclamation of new Shoguns - **added** — Tenpō Crisis Journal Entry with 8 associated events for Japan - **added** — Decision and Journal Entry for the Iwakura Mission in Japan - **added** — Journal Entry dealing with the Zaibatsu - **added** — Numerous events related to the Japanese royal family - **added** — Grant Peerage character interaction allowing Monarchies to make characters into nobles at the cost of Authority - **added** — Ostracize and Patronize character interactions to decrease and increase character Prominence or Popularity - **added** — Five new events for Japan: Letters for All, The Unequal Calendars, A Year Recounted, The Westernization of Names, and The Question of Kanbun - **added** — 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](https://www.paradoxinteractive.com/games/victoria-3/add-ons/victoria-3-the-great-wave) or as part of [Volume 3](https://store.steampowered.com/app/4314630/Victoria_3_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](https://pdxint.at/3OPxcNd) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/535507353628312574]_ ### Hotfix 1.12.4 is now LIVE! - Not for Problem Reports! - Date: 2026-01-29 - Original notes: https://store.steampowered.com/news/app/529340/view/515233548718834134 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-515233548718834134 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.12](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-12.1887039/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-171-iberian-twilight-update-1-12-now-live.1887040/) | [1.12.1](https://forum.paradoxplaza.com/forum/threads/hotfix-1-12-1-is-now-live-not-for-problem-reports.1888125/) | [1.12.2](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-172-seasons-greetings-hotfix-1-12-2.1889676/) | [1.12.3](https://forum.paradoxplaza.com/forum/threads/hotfix-1-12-3-is-now-live-not-for-problem-reports.1895957/) ### Hotfix 1.12.3 is now LIVE! - Not for Problem Reports! - Date: 2026-01-20 - Original notes: https://store.steampowered.com/news/app/529340/view/506225182828924493 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-506225182828924493 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.12](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-12.1887039/) 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 sta _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/506225182828924493]_ ### Victoria 3 – Dev Diary #172 – Seasons greetings & Hotfix 1.12.2 - Date: 2025-12-18 - Original notes: https://store.steampowered.com/news/app/529340/view/497215345380033140 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-497215345380033140 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 p _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/497215345380033140]_ ### Hotfix 1.12.1 is now LIVE! - Not for Problem Reports! - Date: 2025-12-12 - Original notes: https://store.steampowered.com/news/app/529340/view/518606895910486320 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-518606895910486320 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.12](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-12.1887039/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-171-iberian-twilight-update-1-12-now-live.1887040/) ### Victoria 3 – Dev Diary #171 – Iberian Twilight & Update 1.12 Now LIVE! - Date: 2025-12-11 - Original notes: https://store.steampowered.com/news/app/529340/view/518606895910486061 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-518606895910486061 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](https://www.paradoxinteractive.com/games/victoria-3/add-ons/victoria-3-iberian-twilight), or as part of [Expansion Pass 2](https://store.steampowered.com/app/3563050/Victoria_3_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](https://www.paradoxinteractive.com/games/victoria-3/buy)! 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-164-marvelous-modding-monday.1868975/). 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 wi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/518606895910486061]_ ### Hotfix 1.11.1 is now LIVE! - Not for Problem Reports! - Date: 2025-10-29 - Original notes: https://store.steampowered.com/news/app/529340/view/601919593310584890 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-601919593310584890 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-161-songs-of-the-homeland-out-now.1863146/) ### Victoria 3 - Dev Diary #161 - Songs of the Homeland out now! - Date: 2025-10-16 - Original notes: https://store.steampowered.com/news/app/529340/view/507342732569608227 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-507342732569608227 ## ##### 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](https://store.steampowered.com/app/3563050/Victoria_3_Expansion_Pass_2/) or (https://store.steampowered.com/app/3562810/Victoria_3_Songs_of_the_Homeland__Music_Pack/), [PDX Store](https://www.paradoxinteractive.com/games/victoria-3/add-ons/victoria-3-expansion-pass-2). 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/507342732569608227]_ ### Hotfix 1.10.6 is now LIVE! - Not for Problem Reports! - Date: 2025-10-13 - Original notes: https://store.steampowered.com/news/app/529340/view/510719798925066945 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-510719798925066945 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.10](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-10.1859597/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-160-national-awakening-update-1-10-now-live.1859612/) | [1.10.1](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-1-is-now-live-not-for-problem-reports.1860263/) | [1.10.2](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-2-is-now-live-not-for-problem-reports.1860447/) | [1.10.3](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-3-is-now-live-not-for-problem-reports.1861262/) | [1.10.4](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-4-is-now-live-not-for-problem-reports.1861603/) | [1.10.5](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-5-is-now-live-not-for-problem-reports.1862385/) ### Hotfix 1.10.5 is now LIVE! - Not for Problem Reports! - Date: 2025-10-09 - Original notes: https://store.steampowered.com/news/app/529340/view/510719798925066467 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-510719798925066467 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.10](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-10.1859597/) 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 l _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/510719798925066467]_ ### Hotfix 1.10.4 is now LIVE! - Not for Problem Reports! - Date: 2025-10-03 - Original notes: https://store.steampowered.com/news/app/529340/view/510718530665056281 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-510718530665056281 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.10](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-10.1859597/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-160-national-awakening-update-1-10-now-live.1859612/) | [1.10.1](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-1-is-now-live-not-for-problem-reports.1860263/) | [1.10.2](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-2-is-now-live-not-for-problem-reports.1860447/) | [1.10.3](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-3-is-now-live-not-for-problem-reports.1861262/) ### Hotfix 1.10.3 is now LIVE! - Not for Problem Reports! - Date: 2025-10-01 - Original notes: https://store.steampowered.com/news/app/529340/view/510718530665055859 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-510718530665055859 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.10](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-10.1859597/) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/510718530665055859]_ ### Hotfix 1.10.2 is now LIVE! - Not for Problem Reports! - Date: 2025-09-26 - Original notes: https://store.steampowered.com/news/app/529340/view/510718530665054827 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/steam-510718530665054827 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.10](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-10.1859597/) 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](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-160-national-awakening-update-1-10-now-live.1859612/) | [1.10.1](https://forum.paradoxplaza.com/forum/threads/hotfix-1-10-1-is-now-live-not-for-problem-reports.1860263/)