Victoria 3
by Paradox Development Studio · 25 Oct, 2022
1,560 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!
Update 4 of the 1.14 Open Beta is here! This update further refines some changes made in previous Open Beta updates such as further infamy and naval balancing, as well as newer additions such as war goal expiry and capitulation, improvements to AI resource expansion and more!
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 4
Everything in this section will be available to test in the 4th Open Beta update, which was released shortly before this post went live. To see the changes brought by the previous updates of the Open Beta, check out the following links.
War Goal Expiry and Capitulation
What is it: In wars lasting over 2 years, war goals that stay uncontested for 12 months are dropped. AI countries now capitulate when clearly defeated, and wars should no longer drag on forever at 0% war support.
What to test/feedback: Whether long wars now end more naturally, and whether the war goal dropping system feels fair and the timers feel appropriately long.
Infamy Rebalance
What is it: Infamy was rebalanced: large, rich states and reunification wars cost less, claims and Psychology technologies reduce it further, and a new game rule scales it up or down.
What to test/feedback: Whether expansion feels appropriately costly and reunification wars achievable, whether infamy still feels over-tuned by default.
Naval Balance Follow-up
What is it: Obsolete ships can no longer fully exploit unscreened fleets, torpedo craft now correctly punish early ironclads, and navy prestige is back in line with fleet strength.
What to test/feedback: Whether modern fleets are properly invincible to wooden ships now, whether naval combat in general feels balanced
Straits: Smarter AI and Trade Routing
What is it: AI strait controllers now weigh toll income against the harm and anger a restriction causes, and affected countries push back through treaties and diplomatic plays more often. Hubs will now also be more likely to re-route trade to avoid excessive tolls.
What to test/feedback: Whether AI strait closures, tolls and the reactions to them feel appropriate, whether the diplomatic penalties for tolls and closures are correctly scaled.
AI Expansion and Diplomacy
What is it: The AI values states more for scarce resources like oil or gold and primary-culture pops, incorporates more of what it takes, and no longer starts diplomatic plays over war goals it barely wants.
What to test/feedback: Whether AI diplomatic plays and war goal selection feels more rational. Whether valuable resources are weighted enough.
Journal Entry Adjustments
What is it: A large number of journal entries were adjusted to account for the new war goal flipping system so they don’t end prematurely or incorrectly.
What to test/feedback: Whether there is still content that breaks as a result of war goal flipping, whether journal entries seem to work correctly in general.
Naval Transport and Invasions
What is it: Further improvements to the naval transport management system. We believe it should now be in a stable and reliable state.
What to test/feedback: Whether sea transports now behave predictably and consistently.
Stationing in Subjects & Subject War Fixes
What is it: Armies can be stationed in your subjects' states. Freeing or taking a subject mid-war no longer leaves its land occupied by allies or ends the war unexpectedly.
What to test/feedback: Whether defending subjects and mid-war changes of allegiance feel smooth, whether stationing in subjects works well or can get your armies stuck.
What’s next?
Unfortunately we ran out of time for further improvements to the economic & trade AI for the last open beta update, but despair not! It will still get done, just for 1.15 and its post-release updates. We will of course also generally fix bugs and make tweaks and balance adjustments to all 1.14 changes before we release it as part of 1.15 - the final open beta does not reflect the final state of 1.14!
We are planning a bonus dev diary sometime next week which will summarize all the important 1.14 changes as they will land in 1.15, and where we will also show off a feature that happened as a result of 1.14 experimentation but which also did not get done in time for the final open beta: Multiple world market hubs per market area!
More information on this tantalizing market area screenshot of Russia will come in next week’s bonus DD.
[img src="{STEAM_CLAN_IMAGE}/40579353/7ae6cdffb926a969942d9a328bbf43ccc982b84a.png"]
That’s all from us today! Thank you for participating in the Open Beta, the feedback gathered has been invaluable to the team!
Happy Wednesday Victorians!
Update 3 of the 1.14 Open Beta is here! This update focuses on Naval Power Projection and Combat Reworks, AI Naval Improvements, Early Troopships and the addition of AI Regional Objectives!
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 3
Everything in this section will be available to test in the 3rd Open Beta update, which was released shortly before this post went live. To see the changes brought by the previous updates of the Open Beta, check out the following links.
Naval Power Projection Rework
What is it: Naval power projection now requires much smaller fleets but has a lower involvement cap, the intent is that power projection should be done with small light ship squadrons, not your main battle fleet, and that you cannot gain high level interests from fleets alone.
What to test/feedback: Whether the balance feels right, whether it feels too easy to project power everywhere now, whether the AI has adapted correctly to the new intent
Naval Combat Rework
What is it: Major changes to naval combat balance and ship classes so that all-capital ship fleets should no longer just be better. In particular, screening was reworked so that unscreened ships take extra damage relative to their vulnerability. A bug was also fixed that could prevent ships from retreating, so naval combat should be less lethal now.
What to test/feedback: How naval combat balance feels now, whether all ship classes now occupy a meaningful niche, whether the AI builds properly mixed fleets with sufficient screening for their main battle fleets, whether ship retreating feels balanced.
Early Troopships
What is it: New Early Troopships are now available from the very beginning and countries with significant naval forces start with some early troopships in their fleets
What to test/feedback: Whether moving troops around in the early game feels less cumbersome now, whether this trivializes sending troops overseas
AI Naval Improvements
What is it: Major improvements to AI fleet organization, the AI now maintains larger and better composed battle fleets that should pose more of a threat to players, as well as smaller power projection/raiding fleets for secondary missions
What to test/feedback: Whether the AI is a more challenging opponent at sea, whether more centralized transportation capacity makes the AI better at naval invasions and overseas troop management
AI Regional Objectives
What is it: An addition to AI Region Stances, the AI will now also set an objective on regions where it has a stance, further informing how it aims to expand its influence there. A country may wish to make a new subject in a region where it has a “Conquer” stance for example. This will be listed in the stance tooltip.
What to test/feedback: Is the feature communicated properly? Does the AI feel responsive according to its objective? Does this make the AI behave more rationally overall?
KNOWN ISSUE: Objectives are not rolled on start up and take a couple days to initialize, fixed in next update.
There were of course also numerous bugfixes and smaller balance changes, in particular for bugs relating to the new war goal flipping and war support systems. Many of those are direct consequences of your provided feedback and reports, thank you!
A major issue still outstanding is AI capitulation, both in terms of being willing to capitulate against unachievable wargoals and being unwilling to capitulate at all. Civil wars in particular will be looked at for the next open beta update.
Infamy is still largely untouched from last week but will receive a proper balancing pass for the last open beta update coming next week, based on the feedback received.
Planned changes in future 1.14 Open Betas
AI Government Spending Improvements
Make the AI better at balancing its budget and not overspending on certain government building types, make it better at understanding how many armies it actually needs to mobilize for a particular war.
AI Strait Handling
Improve AI understanding of straits: both in how to use them and how to diplomatically react to player strait closures.
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 tomorrow for our next Dev Diary!
Happy Wednesday Victorians!
Update 2 of the 1.14 Open Beta is here! This update focuses on various improvements to Wargoal infamy rebalancing, diplomatic AI improvements, improved AI state values and radicals de-radicalising upon a state being flipped back to the original owner.
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 2
Everything in this section will be available to test in the second Open Beta update, which released shortly before this post went live. To see the changes brought by the previous updates of the Open Beta, click here for the opening update or here for the first update.
Wargoal Infamy Rebalancing
What is it: Complete rework of how infamy from wargoals is calculated. Infamy is now calculated against a state’s share of global GDP and population rather than a flat value, so that it scales properly throughout the game. It is also generally higher for very consequential states and lower for inconsequential ones (taking London gives a lot of infamy, Dutch West Indies not so much). Costs for non-conquest war goals were also rebalanced to be more appropriate to their impact.
What to test/feedback: How wargoal infamy balance feels now, whether some wargoals generate too much or too little infamy.
Diplomatic AI Improvements
What is it: First set of changes to the diplomatic AI in terms of things like war goal and treaty article selection. AI Strategies now also have a larger impact on diplomatic play support. A pass was also done on AI willingness to accept demands.
What to test/feedback: Which areas of the diplomatic AI are in need of further polish and improvement.
Improve AI State Values
What is it: Addressed numerous issues based on your feedback like Hawaii not being valued correctly, additionally did a first pass on broadening state values in preparation for a future update where we also more clearly show the difference between state value vs. willingness to actually go to war over a state, individual AI strategies now also modify state values
What to test/feedback: Do AI state values feel reasonable? How readable are the individual factors?
War Goal Flipping De-Radicalization
What is it: When states are flipped back and forth during a war, individuals radicalized by conquest are now de-radicalized when the state is taken back.
What to test/feedback: Whether this works correctly, whether there are other serious balance issues with in-war state flipping.
Planned changes in future 1.14 Open Betas
Expand on AI Regional Stances
Improve the impact and readability of AI Regional Stances by providing further guidance to AI nations via the addition of “mini strategies” called Regional Objectives which are drawn from different pools depending on the regional stance and situation in that region. This will be exposed to and help players develop a better understanding of their neighbors goals but also help the AI evaluate its current situation and progress.
AI Government Spending Improvements
Make the AI better at balancing its budget and not overspending on certain government building types, make it better at understanding how many armies it actually needs to mobilize for a particular war.
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.
AI Strait Handling
Improve AI understanding of straits: both in how to use them and how to diplomatically react to player strait closures.
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 tomorrow for our next Dev Diary!
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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View AllDownload Victoria 3 for PC with a direct link or via torrent. Get the full version of Victoria 3 for free. Victoria 3 is a Simulation released by Paradox Development Studio.