Victoria 3
by Paradox Development Studio · 25 Oct, 2022
1,482 downloads
About the Game

Paradox Development Studio invites you to build your ideal society in the tumult of the exciting and transformative 19th century. Balance the competing interests in your society and earn your place in the sun in Victoria 3, one of the most anticipated games in Paradox’s history.

Lead dozens of world nations from 1836-1936. Agrarian or Industrial, Traditional or Radical, Peaceful or Expansionist... the choice is yours.
Detailed population groups with their own economic needs and political desires.
Reform your government and constitution to take advantage of new social innovations, or preserve the stability of your nation by holding fast to tradition in the face of revolutionaries.
Research transformative new technology or ideas to improve your national situation.

Expand your industry to take advantage of lucrative goods, taxing the profits to improve national prosperity.
Import cheap raw materials to cover your basic needs while finding new markets for your finished goods.
Secure vital goods to fuel your advanced economy and control the fate of empires.
Balance employing available labor force with the needs for new types of workers.

Use your diplomatic wiles to weave a tangled global web of pacts, relations, alliances, and rivalries to secure your diplomatic position on the world stage.
Employ threats, military prowess and bluffs to persuade enemies to back down in conflicts.
Increase your economic and military strength at the expense of rivals.
Accumulate prestige and the respect of your rivals as you build an industrial giant at home or an empire abroad.
Screenshots
17 imagesVersion Information
Steam Patch Notes
Official update history
Happy Wednesday Victorians!
We originally did not intend to have a hotfix for the Open Beta, but our fix for hiring that went out in yesterday's update did not totally resolve the issue. As such, we don’t want to leave you another week without this issue being resolved so we decided to go ahead with a hotfix!
Bugfixes
Fixed an issue that occurred where buildings would lower their hiring rate despite the fact they can hire employees.
[img src="{STEAM_CLAN_IMAGE}/40579353/803153822dcc22a521eed3592c45dfc1c8d69be0.png"]
Happy Tuesday Victorians!
The first update for the 1.14 Open Beta is here! This update brings various bug fixes and improvements for issues reported over the last week, including the building hiring issue and some focused around the War Support Rework and War Goal Flipping, as well as the first iterations of Naval Transportation Improvements, Improved AI State Values and AI being more likely to use Naval Hostilities.
To those of you who are just finding out about the beta or need a refresher on how to join, you can opt into the Beta by following these instructions:
Navigate to your Steam Library.
Right-click Victoria 3 and select “Properties”.
In the newly created window, select “Game Versions & Betas”.
Now find the “1.14-openbeta” option and select it.
If you wish to opt out and return to the live version of the game, you can scroll back up to the top of the same list and select “Default Public Version”
The Open Beta is only available in English, other languages will be supported when changes make it to the public version of the game.
Changes in 1.14 Open Beta Update 1
Everything in this section will be available to test in the first Open Beta, which should release shortly after this Dev Diary goes live. To see the changes brought by the opening update of the Open Beta, click here.
War Support Rework / War Goal Flipping polish
What is it: Various fixes and improvements to the war support rework and war goal flipping system based on feedback from last week. To name a few fixes: diplomatic demands now work again, revoke claim can no longer be enforced by timer, and split states can be reconstituted via mirrored war goals.
What to test/feedback: Continue testing these systems and provide feedback on how they feel after these changes
Naval Transportation Improvements
What is it: Improvements to the naval transportation system to make it less brittle and more reliably track armies for post-transportation merge. UI improvements to naval transportation to surface more information and let you choose whether the fleet should go home at the end.
What to test/feedback: Whether naval transportation missions now work as expected or whether they still tend to fail midway through
Improve AI State Values
What is it: First iteration of AI state/subject value improvements, correcting issues such as the infamous Lucca subjugation
What to test/feedback: Whether AI geopolitical behavior feels more sensible than before, whether there are still significant improvements needed
AI Threaten Naval Hostilities
What is it: The AI is now much more likely to make use of naval hostilities threats when it makes sense for it to do so
What to test/feedback: Whether the AI now makes active use of threatening naval hostilities, whether its use feels excessive or inappropriate to the circumstances
Planned changes in future 1.14 Open Betas
As the feedback so far has been very focused on the changes already made (which is great to see!), this list is unchanged from last week - asides from the points that made it into this week’s build, of course!
Early Troopships
Add early troopships to make transportation less of a hassle early-game
AI Naval Improvements
Make the AI better at fleet management and overseas force projection. Find a good balance between spreading out fleets for power projection and keeping them consolidated to win naval battles.
Expand on AI Regional Stances
Deepen the AI Regional Stance system and use it to give the AI a better grasp of geopolitics and which regions it should actually be interested in expanding into.
AI Strait Handling
Improve AI understanding of straits: both in how to use them and how to diplomatically react to player strait closures.
Diplomatic AI Improvements
Do a major pass on AI diplomacy and treaty article acceptance to eliminate some of the more nonsensical AI behavior and promote interesting AI ‘roleplaying’.
AI Trade & Production
Give the AI better tools for evaluating trade capabilities in its market and which goods it should encourage importing as opposed to domestically producing. Make AI understand which goods it can overproduce to fill key needs in the world market.
That’s all from us today but we’ll see you on Thursday for our next Dev Diary!
Happy Wednesday Victorians!
We have a small hotfix today addressing a few issues, including a crash that would occur when sway offers were pending on a month tick as well as rebalancing the Banana Plantation PMs and “A Doctrine of Iron and Steel” event.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.11’s checksum is `a47f` and you can check out the full patch notes below.
The following changes have been made to the game compared to 1.13.10:
Balance
Adjusted the Banana Plantation output values. Removed 5 Fruit from the base and added 5 to the automated PM, as it was intended.
Tweaked the outcome options for the "A Doctrine of Iron and Steel" event so that both, first and second, are more equally feasible
Bugfixes
Fixed a crash that happened at the turn of the month when sway offers were pending in a diplomatic play
Previous Patchnotes
1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6 | 1.13.7 | 1.13.8 | 1.13.9 | 1.13.10
Happy Thursday Victorians!
The issue mentioned in the patch notes yesterday has now been addressed related to Naval invasions, across multiple cases.
Our next scheduled Hotfix is a larger one in a few weeks for June, that should contain more fixes, balance changes and other improvements.
Please report any bugs on our bug reporting forums, it is very helpful in identifying issues especially with a save! We will also update the Known Issues post for 1.13 with any fixed issues, if relevant.
1.13.8’s checksum is `ce22`, and you can check out the full patch notes below.
The following changes have been made to the game compared to 1.13.7:
Interface
Made it so fleets are not always shown as "too weak to fight” during naval invasions
Fixed the pink placeholder face being shown as a mapmode icon in a building details screen
Bugfixes
Fixed a bug where naval battles did not spawn during naval invasions unless there was an explicit interception mission
Fixed a bug where a fleet would drop an army in the sea and go back to port during naval invasion
Fixed a bug where a naval invasion would get cancelled if an enemy fleet was blocking the sea node
Fixed a bug where the AI could be blocked from conducting naval invasions related to the issues above
Previous Patchnotes
1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6 | 1.13.7
Salutations Victorians.
A smaller Hotfix today, focused on a few key issues, such as tolls only looking at trade going to a world market hub state. We plan for a larger hotfix next time, aimed at next week.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.6’s checksum is `48a5`, and you can check out the full patchnotes below.
The following changes have been made to the game compared to 1.13.5:
Bugfixes
Fixed an issue where tolls were only looking at trade going to a world market hub state and not to other trade centers in the market area
Prestige goods bonuses now apply to units in combat
Fixed Interest Group leaders disappearing on change of government
Previous Patchnotes
Victorians,
We have a small hotfix with a major improvement to troop transportation and another to balancing the infamy cost for Threatening Naval Hostilities.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
Moving on, you can check out the full patch notes below. 1.13.3’s checksum is `654a`.
The following changes have been made to the game compared to 1.13.2:
Improvements
Ordering a fleet with insufficient capacity to transport an army will now have it make multiple trips to get the entire army to its destination. Moving any queued formations will result in them not being transported, while moving/giving a mission to the transporting fleet will cancel all further planned transportations.
There is a known issue: if an army is transported to a state that becomes invalid (e.g. when a state changes occupation) - the fleet will get stuck mid-ocean. Sending the fleet on any mission to any sea node fixes the issue, and the fleet can be stationed in any state afterwards to disembark the transported army.
Balance
Cut the infamy cost of Threaten Naval Hostilities in half
Previous Patchnotes
Good Day Victorians!
We have a small hotfix today addressing key issues, including the one mentioned in known issues regarding hiring.
Check out the full patchnotes below. Checksum is `9124`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.12 with any fixed issues!
The following changes have been made to the game compared to 1.12.1:
Bugfixes
Fixed a bug where buildings that do not use slaves would always be hiring regardless of whether they were losing money
Fixed a bug where having a high level of welfare would cause building owners to wage dump to extreme levels and let the government pick up the entire tab. Now they only wage dump to a moderate level and let the government pick up a smaller tab.
Fixed a bug when power bloc trade capacity modifiers weren't applied
The Cultural Commonwealth power bloc and the associated Shared Canon principle now only requires ownership of Iberian Twilight
Previous Patchnotes
Current Release
Build 24799966
Uploaded Sep 06, 2026
Additional Files
DLCs (Legit Owners)
1 file · For legitimate game owners
System Requirements
How to Install
launcher\dowser.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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03da37380ba22b56765411a396b2119636f980549a5c394ab75af160467f4dc2
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