# Victoria 3 Hotfix 1.13.7 is now LIVE! - Not for Problem Reports! - Product: Victoria 3 (https://whatsnew.fyi/product/victoria-3) - Vendor: Paradox Development Studio - Date: 2026-05-27 - Original notes: https://store.steampowered.com/news/app/529340/view/668366713382764582 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/2026-05-27-hotfix-1.13.7-is-now-live-not-for-problem-reports 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **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]_