Victoria 3
by Paradox Development Studio · 25 Oct, 2022
1,021 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 images
Version Information
Steam Patch Notes
Official update history
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
Good day Victorians.
Today we have a larger hotfix for you, with over 100 separate entries, addressing some of the key bugs, AI, balance and more. Notably AI GDP, from our internal tests, should now have returned roughly to 1.12 levels on average.
With these being a select few of the key entries mentioned below; the Kiel Canal now exists and can be built, anarchist successions are less fanatic about seceding, the AI now composes fleets according to desired roles and landlocked countries can now negotiate treaties with countries they cannot ‘reach’. You can read more about the issues below in the full patch notes.
As for our hotfixing plans, we are investigating an issue related to AI getting stuck in naval invasions and hope to get it with you in a smaller hotfix as soon as possible, then a larger hotfix, hopefully similar in size to this one, in a few weeks from now. As for the AI Update we will update you on its expected rough date in a dev diary coming mid-June.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.7’s checksum is `f369`, and you can check out the full patch notes below.
The following changes have been made to the game compared to 1.13.6:
Features
Added the Kiel Canal as a constructable canal
[img src="{STEAM_CLAN_IMAGE}/40579353/7ae8519b667dbb66192d803f6282e543d1dad44a.png"]
Improvements
You can now negotiate treaties with countries you cannot 'reach', fixing issues such as Spain being unable to complete Hispanoamerica due to not being able to 'reach' Paraguay
Fixed multiple issues where countries could end up paying very inflated sums for port connection merchant marines (aka busted an embezzlement scheme by the port cartels). We now instead calculate how much each country’s market areas have to purchase from other market areas and attribute a portion of the port connection shipping lane costs proportional to that share to that country as a fee that is paid to the market owner.
Supply Ships now have proper 3D graphics, using troopship graphics and visually changing over time as you unlock better tech
AI
The AI now composes fleets according to certain desired roles, such as a main battle fleet or a fleet for raiding/piracy. Different fleets have different ship compositions and sizes, for example main battle fleets tend to get most of the capital ships and to be much larger than other fleets. Fleets will now focus on missions fitting for their composition. Capital ships won't be used for pirating activities.
Did a major improvement pass on AI fleet mission handling to make it use its fleets in a more logical fashion both during war and peace
The AI is now better at prioritizing important regions with a high strategic region score for assignment of a stance over less important ones, and should focus its power projection efforts on regions needed to complete certain journal entries, for example
Fixed a bug where the AI could create invalid templates for some ship classes, resulting in those ship classes never being used
The AI is now willing to keep some very obsolete ships around if they have a low enough number of ships in the class compared to their desired amount
The AI will now decommission a limited number of obsolete ships per tick, to avoid overly aggressive mass-disbanding actions
The AI no longer always fills every utility slot but will make a determination based on utility weight vs number of empty utility slots
Fixed a bug where the AI was unable to downsize barracks due to attempting to downsize marines that didn't exist.
Fixed a bug where the AI would be unable to downsize barracks due to disbanding units not flagging their building spending priorities as in need of an update.
The AI now treats shortages much more seriously when they lack the ability to trade in order to solve them.
Improved AI fleet and army selection logic for naval invasions and transportation
The AI now more actively merges small temporary formations in the same location
Fixed a bug where the AI would abort a naval invasion against an occupied state when taking back the state due to no longer calculating it as a valid target
The AI will now limit the mission area size of its fleets based on how large they are, with smaller fleets having smaller mission areas
Fixed a bug where the AI would refuse to defend itself entirely in a war against a much weaker opponent because of incorrectly applied checks intended to keep it from overcommitting against far weaker enemies
Encouraged the AI to always press the "Promote National Identity" button whenever available in the South American "The \\\[Primary Culture\\] Nation" Journal Entry
The AI will now wait 100 days after sending a peace deal to send another, giving the player time to propose their own peace deal if the AI's offer isn't to their liking
Made the Japanese AI more likely to pursue colonial laws if Japan has claims on Korea
Upon an AI Japan completing Honourable Restoration with either an Imperial or Taikunate victory, Japan will annex a non-player Ezochi
Balance
Made Anarchist movements less rabid about seceding and encouraged them more towards attempting outright revolution, additionally they will no longer try to secede from nations with less than 5 states altogether
There is now a 6 month cooldown on changing tolls and strait access settings. Like tariffs and subventions, this cooldown has a grace period of 7 days after changing the setting before the actual cooldown lock is applied, during which you can freely revert to the previous setting.
Slashed toll rates in half, as they were rather excessive, particularly with single strait controller
Reduced Merchant Marine cost for port connections and goods transfer treaties to more reasonable levels
Blockade Efficiency is now calculated as (total blockade strength) / (total blockade resistance of blockaded states) instead of simply blockade strength divided by number of states, meaning that states with tiny resistances won't eat up a large fraction of your blockade strength
Added a timeout to the Short-Term Tax Cuts Amendment
Garrisoned armies can now only defend against naval invasions targeting their state or a neighboring state
Did a major balance pass on utility modules to ensure they all have some use.
Did a major balance pass on accuracy. Accuracy is now compared against both speed and visibility to determine hit chance, and accuracy modifiers are actually impactful, so capital ships will have a hard time scoring hits on torpedo craft.
Torpedo craft are now the fastest ship types of their era, rather than the slowest.
The Ottoman Empire no longer receives 100% Maneuvers in every Diplomatic Play for the duration of the "Tanzimat: Reclaim Syria" Journal Entry, instead it receives extra maneuvers specifically for the war against Egypt in the "Reasserting Our Authority in Syria" Event
Rebalanced blockade strength and resistance values to make blockades more viable in the mid to late game
Restricted the headquarters of Witkowitzer Bergbau- und Hüttengewerkschaft to Moravia, and added an Iron Mines potential to this state
Updated several Journal Entries and Events to account for non-leader Politicians in the National Cast
Luxembourg now starts the game with all technologies that the Netherlands have access to
Reduced the assimilation requirements for The Government of Chōsen Journal Entry
Increased the minimum level of turmoil permitted in The Government of Chōsen Journal Entry
Art
Added traditional Japanese umbrella (Wagasa) for Japanese pops to the game
Added a flag to Buganda
Adjusted province borders in the Sinai to more closely follow the shape of the Canal
Ainu characters and pops in non-Japanese countries will no longer wear Japanese clothing
Made the Empire of Korea slightly less purple
Content
The Taming the North Journal Entry may now be completed by the Ezo Government/Ezo Republic
Added two events about the Ezo Republic. During a civil war, defeated Shogunate forces may flee to the island of Hokkaido, from where they may attempt to negotiate with the government to establish a Tokugawa fiefdom.
Removing Subjecthood is now a requirement to abolish the Edo System, for both the Meiji Restoration Journal Entry button and the Decision
If the Sonnō Jōi movement has the Shōjōi ideology, its activism will now increase for every year that Japan does not expel foreigners, to a maximum of 50%
If the Sonnō Jōi has the Daijōi ideology, it will gain Activism for Japan being Unrecognised
In the Boshin War, the side not in control of Matsumae Domain will now gain a wargoal to annex Ezochi
Made The Korean Rebellion into an International Situation Journal Entry
Limited Shinbutsu Bunri completion criteria to starting Japanese Homelands and expanded the tooltip to list them individually
The "Manifest Destiny" decision can now also be taken when 40% or more of the Great Plains strategic region are controlled by the United States as an alternative to having an interest in the Pacific Coast strategic region
Added a system which will track who the Japanese Taikun is, assign them a permanent modifier, and ensure they are an Interest Group leader
The Suez and Panama surveys will now be visible for all Great Powers by default
The Texan Statehood Journal Entry for the USA is now pinned by default, and adds Involvement in the Pacific Coast upon completion
Added a complete condition to The Oregon Border Dispute for the USA gaining Columbia District as a subject
Gave Cherokee culture its traditional homelands in the US South East which are removed as part of the Trail of Tears
Gave Caddoan culture homelands in Oklahoma, Kansas and Nebraska. Removed their homeland in Alabama.
Gave Muskogean culture a homeland in Alabama
Reworked Japan's political party names
Fixed an issue where a Naval Administration building in Constantine, Algeria was owned by Morocco
Created a starting treaty between the USA and Oregon, to give the USA some starting Involvement in the Pacific Coast
Added an alternate political party system for the Taikunate
Added a starting Port to Washington
Added several more Japanese noble last names
Interface
The selected mapmode is now the default mapmode which the game will remember and return to after you close panels that change the mapmode. You can also click the globe button next to the mapmode to lock it, which makes that mapmode stay selected even when panels are open that would normally override it. This means you can properly select and stay in a mapmode of your choice instead of having it constantly reset.
Added wages to the maintenance cost prediction in ship designer
You can now see what contributes to a country's share of the cost of a shipping lane in a market
Allowed assigning commanders to formations without units
Added paged construction for Military and Supply ships
Removed empty unit type buttons on Unit Groups in the Army panel when there are no available Unit Types in that Group and added a tooltip
Made it so the military and supply ship queue no longer show maintenance points spent to increase clarity
Made it so that when keeping a particular region's panel open, that region will be highlighted on the map
Added proper grouping and breakdowns to toll income and expense tooltips
Adjusted tooltips for National Cast and Companies Filters by removing unnecessary ones and adding new relevant ones
Fixed the wrongly greyed out Army button in the Invasion Planner when you had selected an Army
Filtered out foreign shipyards from ship construction menu
Added dropdown menus to Strategic Region Tiers to improve overall navigation
Blockade and Power projection missions now display more relevant information when active or being selected
Made sure the tab structure and shortcuts to the tabs are correct on the Fleet panel
Added a dropdown to group Diplomatic Plays in the Outliner
The support separatism action now shows which movement is being supported in the outliner
We now sort entries in various calculation breakdowns
Removed company charter information from tooltips that snuck in for non-owners of Charters of Commerce
Removed veterancy level from ship type tooltip
Fixed an issue where supply routes were shown when HQs were highlighted
Added concepts for Diplomatic Relevancy and Strategic Adjacency
Fixed misaligned Ruler Selection panel layout when having a mix of politicians and commanders
Fixed a couple of typos and other minor localization issues
Performance
"Highest on the Highveld" event uses more efficient triggers and effects
Modding
Added script support for Variable maps
Added `fleet_compositions` to ai_strategy which allows you to greatly control how AI fleets will look and behave
Allowed can_queue_building_levels to accept script values
Added new diplomatic play scope effect add_maneuvers
Added fastdetection console command which gives all fleets a 100% chance to spot enemies
Bugfixes
Fixed a bug where World Market Hubs were not fully deregistered upon destruction, which could lead to double toll payments
Fixed a bug where the World Market Hub Trade Center would pay all tolls rather than toll costs being properly distributed per trade center
Fixed a bug where unused supply ship construction points would be used for military construction points preventing supply ships from being built
Fixed a bug where the company sorting buttons did not work
Fixed convoy raiding not engaging army supply ships, preventing naval raids from disrupting land army supply lines
Fixed an issue where an army could travel to a basecamp without a valid supply path
Fixed an issue where fortifications were not affected by goods shortage
We now disband all the troops when disbanding a formation instead of transferring them, which resulted in teleportation
Fixed an issue where commanders could not be recruited to formations without units or ships
Fixed a bug where non piracy agreement would not prevent your export routes from being pirated
Fixed an issue where fronts could not advance against enemy allies
Fixed the multiple unit panel always only showing the Advance order
Removed the Age of Caudillos modifier from Iquichia
Fixed an issue that caused Caribbean states to not use the Latin American building set
The Social Monarchy law is now valid for forming Sovereign Empire power blocs
Fixed a bug where after annexaction units could join the wrong armies
Fixed an issue where Negotiations could request an impossible amount of trade centres
The "Acquire Land in Panama" and "Acquire Land in the Sinai" decisions now give provinces on both sides of the canal to be
Countries are now forced to actually pay the merchants shipping their treaty transferred goods
Fixed refreshing army supply paths when military access changes
Purchasing Alaska no longer transfers the Kuril Islands to the country that purchased Alaska
Selling Alaska now dissolves the Russian-American Company
When defending against naval invasions, we now strongly encourage the coward generals stationed in the attacked HQ to go alongside their units to defend
Fixed Sakhalin having no arable resources
Corrected a hub issue in Tenasserim, so troop movements from the port hub to the land do not teleport armies
Fixed an issue with unraised conscripts being included in the calculation of the special unit ratio
Fixed a bug where invasions with with both marines and regular troops could silently fail to start
Fixed numerous cases where primary cultures could be culturally discriminated against
Fixed a bug where ships in ports that take damage would not queue up any repairs
Fixed a bug where ship repairs did not account for new damage once the repair was queued
Moved the city of Suez to within Sinai state
Fixed an Out Of Sync with Ship Templates serialization
Fixed an Out Of Sync with AI evaluation of project interest on a sea region
Fixed a bug where a companies HQ did not properly disband, this would prevent you from creating the company again
Fixed an issue where pursuing the Andean Federation would give infamy to the wrong country
Fixed an edge case where a non-Tokugawa character could become the Shogun of Japan
Colonial countries formed through "Establish Colonial Administration" will now get all of the overlord's primary cultures
Fixed a bug where using marines did result in not showing any 3D models on fronts or battles
Fixed a crash that could occur when an invasion was cancelled
Corrected DLC requirements for some clothing assets that were accidentally locked
Chinese ship names will now display properly
Fixed the Kuril Islands not having market access at game start
Fixed a bug when Market Access Price Impact would not change after Flood has ended
Fixed a bug where, when a country would become recognized, existing piracy missions would not be cancelled
Abdicating the Japanese Emperor now fires the Imperial succession events (The Great Wave)
The "The Opium Trade" Journal Entry now addicts a culture in a market which is importing opium, rather than exporting it
Fixed a bug where liberate country would not be possible when the target country had no researched pan-nationalism
Fixed an issue where Diogo Antônio Feijó could live forever with Colossus of the South active
Struggle for the Highveld JE now has text when looking at South African countries in the lobby
Fixed an avenue in which French royal claimants could duplicate themselves
Removed a duplicate instance of Tōgō Heihachirō
Fixed an event that, instead of transferring Napoleon III between countries, would kill him and make a clone
Fixed a case in Divided Monarchists in which cementing the power of the ruling dynasty would kill and create a clone of the ruler
Fixed a problem that could make the German flag fail to render in tooltips
"A Strange Superstition" may no longer fire every year
Fixed the wrong country having the Treaty of Singapore with Johore
Fixed DLC icon and text in event windows
Added localisation to the name of Ibibioland
Fixed an inaccurate tooltip in the Strike! Journal Entry
Previous Patchnotes
1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6
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
Ahoy Victorians!
Hotfix 1.13.5 has just released, featuring some key fixes and improvements to the experience of 1.13, including making the AI less gung-ho about supply ships and ruining their economy in the process, fixing MAPI not changing with tech, state or law changes, added ship crew experience and reduced base literacy even further. Read the full patchnotes below for more information on all the changes.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.5’s checksum is `547c`, and you can check out the full patchnotes below.
The following changes have been made to the game compared to 1.13.4:
Features
Added Ship Crew Experience. Ships will now gain experience while out on a mission, while participating in battles and when sinking ships. Experience will decay over time if a fleet is sitting idle in port. By accruing enough experience ships will increase their Veterancy Rank, which provides a positive modifier to accuracy, critical hit chance and readiness gain, with higher ranks providing larger advantages. The baseline accuracy bonus and critical hit chance for all ship types has been adjusted downward to compensate.
The "Jeune Ecole" and "Capital Fleet" Navy Model Laws now also provide a starting experience bonus to ships
Improvements
The supply ship allocation percentage is now a hard cap on how much ship construction is allowed to be allocated to supply ships
Certain treaties now allow joining diplomatic plays again regardless of interest tier: alliance and support independence as well as guarantee independence and defensive pact when trying to join on the defense
Added 'station in state' to right-click menu for military formations, also supports overseas stationing
AI
The AI is now less gung-ho on supply ships and will not drive their economies to ruin endlessly building them
Made a substantial pass on AI ship construction logic to make them more proactive about replacing obsolete ships gradually, instead of all at once
Added better logic for AI navy composition, governed in the AI strategies database files
Fixed a bug where the AI would select far too small fleets to transport their armies, resulting in the army being split into a myriad tiny stacks
Fixed an issue where the AI was unable to ever pass Jeune Ecole
Made the AI less willing to select event options that would increase Movement Activism if it is threatened by a revolution
Made the AI more inclined to expel agitators with traits that increase Movement Activism
Fixed a bug where the AI could get stuck on very low authority while unable to reduce authority spending
Balance
Halved base literacy growth further, from 0.1% to 0.05%
Abolishing the Edo Status System now requires Japan to abolish Subjecthood
Public Schools now grant literacy growth per level of institution
Philosophical Pragmatism, Central Planning and Analytical Philosophy technologies now grant literacy growth rate
The Political Concessions amendment will now cost Authority proportional to its strength, and will not be available during negotiations if the country has insufficient Authority
Bakufu is now required to enact Shinsengumi
Made Iron-reinforced Hull consume some Iron instead of purely Hardwood
Reduced the movement attraction impact caused by several pulse events - "The Flight of the Battleship \", "Antiquated Words", "Confusion and Delay", "Political Imprisonment", and "Cause Without a Rebel"
Increased the Movement Activism effect of Political Concessions
Ending Sakoku via the button in "The Locked Country" will now increase the Activism of the Sonnō Jōi movement equivalently to if the law was enacted normally
Changed Itō Hirobumi's ideology from Market Liberal to Modernizer leader and interest group from Rural Folk to Intelligentsia
Added a sufficient amount of Naval Administrations to Russia
Reduced the immediate approval decrease from selecting the option to reconsider Sakoku in The Morrison Incident event
Art
Added traditional Japanese female clothing (haori) with additional patterns and color variations to the game
Japanese characters with modernising ideologies will now adopt Western clothing prior to the Restoration
Japanese characters without modernising ideologies will no longer adopt Western clothing if the Restoration concludes with a Bakufu victory
Content
Added Ansei Great Earthquakes event for Japan.
Added events for the Taikyo Proclamation and finishing Shinbutsu Bunri and Elevate Buddhism
Added a decision for Japan to found a modern secret police force based on the Shinsengumi
Added a decision for Japan to abolish the Edo status system upon either concluding the Meiji Restoration or researching Human Rights
Extended effects of and added custom tooltips for some Shinto conversion effects
Added game concept tooltips for Japanese Religious concepts
Made the Abolitionist ideology available to the Armed Forces
Made the Devout ideology available to the Devout
The Legitimist ideology is no longer available to the Petit-Bourgeoisie, and is now available to the Armed Forces
Made the Social Democrat ideology available to the Petit-Bourgeoisie
Added Sinosphere tradition to Ryukyuan culture
Changed Jairam Shivji's ideology from Royalist to Moderate
Changed Tomás Cipriano de Mosquera's ideology from Republican to Modernizer
Changed Lúcio Mansilla's ideology from Radical to Republican
Changed Hasan al-Alawi's ideology from Land Reformer to Moderniser
Changed numerous Landowners character ideologies from Royalist to Moderate
Changed Manuel Ignacio de Vivanco's ideology from Royalist to Authoritarian
Changed José Relvas's ideology from Republican to Radical
Changed Manuel Isidoro Belzú's interest group from Armed Forces to Rural Folk
Changed Euclides da Cunha's ideology from Republican to Positivist, and interest group from Rural Folk to Intelligentsia
Changed Custódio de Melo's ideology from Radical to Royalist
Changed James Longstreet's ideology from Radical to Liberal
Changed Arturo Fernández Vial's ideology from Social Democrat to Reformer
Changed Flavio Alfaro's ideology from Radical to Liberal
Changed Francisco Linares Alcántara's ideology from Radical to Liberal
Changed Victor Bonaparte's interest group from Landowners to Petty Bourgeoisie
Changed Gustave Cluseret's ideology from Radical to Republican
Changed Otto von Bismarck's ideology from Royalist to Authoritarian
Changed John French's ideology from Market Liberal to Moderate
Changed numerous Armed Forces character ideologies from Jingoist to Moderate
Changed Peregrine Maitland's ideology from Jingoist to Ethno-Nationalist
Changed Teofil Lapinski's ideology from Radical to Republican
Changed Santos Acosta's ideology from Radical to Liberal
Changed Ricardo Gaitan's ideology from Jingoist to Liberal
Changed Thomas Bugeaud's ideology from Orleanist to Authoritarian and his interest group from Rural Folk to Armed Forces
Changed Felipe Salaverry's interest group from Armed Forces to Landowners
Changed Rafaël Franco's ideology from Social Democrat to Corporatist
Changed Jefferson Davis's interest group from Armed Forces to Landowners
Changed Victor Hugo's ideology from Republican to Abolitionist
Upon reforming the Daimyō into the Kazoku as Japan, new Daimyō will no longer be generated
Changed Dayananda Saraswati's ideology from Feminist to Reformer
Changed Heinrich Clam-Martinic's ideology from Royalist to Reformer
French Legitimist, Bonapartist, and Orleanist revolutions will now have white, dark blue, and blue map colours respectively
The Heavenly Kingdom will now change names if it's State Atheist or no longer a Kingdom
Renamed "Restoration: End Sakoku" to "Restoration: Achieve Recognition", requiring Japan to become a Recognised Country
Interface
The Company panel has received an update, with added filters and an overall improved layout
Moved the Previous Investments tooltip to be more visible under a label in the Construction panel
Added a list of characters to the population tab of the state information panel containing the characters who call that state their home
Matched the Army upkeep tooltip layout to the new Fleet upkeep tooltip
Added subtabs to the Population tab on the State panel to reduce how much you have to scroll to see the Characters and Pops lists
Added a proper Promote Commander tooltip to the promote button in the Character panel
Grouped "Insufficient Ship Crew" alerts into one
Added map notifications i.e. floating text messages when when ships are constructed/repaired/retrofit
Updated flagship button tooltip to show reason why a ship cannot be designated
Improved the tooltips of the Purveyor of Progress Journal Entry (Pivot of Empire)
Added missing text for when an agitator would not start or join a political movement if invited
Adjusted the tooltip of the "Everyone Disliked That" achievement to match its requirements
Performance
Optimized supply computation
AI countries will recruit Commanders on-demand instead of keeping a pool of them around
Optimized UpdatePartySupport ticktask
Cached modifier names for re-use
Country sea node range distance now updated in parallel
Precomputed Ideology Law Stances
Cached AI's willingness to prepare for war
Cached some expensive Diplomatic Play variables for the AI
Improved performance for AI evaluating Diplomatic Actions
Modding
Added new scopes to can_join_side_in_diplomatic_play and can_start_diplomatic_plays_against
Bugfixes
Fixed formations not receiving supply penalties from production shortages
Fixed an issue where armies could get stuck in exile
Fixed Market Access Price Impact (MAPI) not updating when incorporating a state, researching technology or switching from Traditionalism
Fixed Carlist Spain missing supply centers for their armies
Fixed a bug where the wrong character could get retired by the career end system, resulting in issues such as Metternich retiring before his JE is concluded and interest group leaders retiring shortly after assuming their new job
Fixed an issue that prevented Chartered Company-type subjects from ever being able to be annexed or have their autonomy reduced
Fixed armies getting stuck in some island states, including after invading certain island states
Fixed fleets getting stuck at sea when their transport target becomes invalid
Fixed a bug that could lead to the Iwakura Mission instantly unseating the Emperor by enacting Republic
Fixed a bug where armies were unable to merge outside of its home countries borders
Fixed a bug where, after the end of the war, the country could no longer track formation spam
Fixed an issue causing the game to not tell the player why they or another country can't join a diplomatic play as a result of insufficient interest in the region
Fixed a bug where the Japanese Daimyō could duplicate without limit upon a secession or revolution
Fixed an issue where a coup could remain if the commander executing it ceased to exist
Fixed a bug where Strait wargoals would invalidate when the strait province is occupied
Fixed a bug where we allowed you to decommission ships when a revolution is brewing
Fixed an issue where colonial countries could occasionally get the wrong primary cultures
Fixed an issue where ship crews could still be assigned from a state after its owner had changed
Fixed the Retire from Office interaction possibly resulting in the same character promptly being set as the new leader
Fixed a bug where locality calculations could go over 100%
Fixed a bug where a fleet sometimes could not deliver units to Circassia
Fleets from Gibraltar now properly travels through Mediterranean sea, instead of phasing through land
Fixed multiple instances of broken tooltips in the Iberian Union Journal Entry (Iberian Twilight)
Restoring King Miguel now causes the Reign of the Devourers Journal Entry for Portugal to invalidate (Iberian Twilight)
Federating Australia now properly includes New Zealand
Fixed an issue where Miguelist Portugal would have a default name, and French Legitimist revolutions would purport to be Miguelist
Fixed several issues in coups that could lead to visible null scopes
Fixed supply routes sometimes not following spline network correctly
Corrected the name order of several Japanese characters
The tooltip of The Imperial Sanction will no longer possibly mislead the player as to its outcome
Fixed an unlocalised string in the triggers for whether a country is a Crown Land or not
Finally captured and eliminated Henry Ford's mischievous clone
Fixed an issue where "The Voice of the Nation" could have a null scope in its flavour text
Previous Patchnotes
Good Day Victorians.
In this Hotfix we aim to fix many of the most critical bugs reported by the community for Update 1.13 and The Great Wave.
This time targeting such critical bugs as; MAPI not updating after switching from traditionalism, troops moving southwards through Sinai would only want to move through the navy, a variety of supply issues and fleets getting stuck in the Bering strait to name a few issues fixed.
Later today, around 16:00 CEST, we have a Dev Diary from Martin going through our post release thoughts, what changes we are doing to ensure we don't allow a release like this to happen again and what we plan for a more comprehensive overhaul of the AI ability.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.4’s checksum is `7564`, and you can check out the full patchnotes below.
The following changes have been made to the game compared to 1.13.4:
Improvements
When barrack levels are inherited from other countries, those units are no longer allowed to be merged into formations that have existed for more than a few days, and thus will no longer disrupt carefully managed unit compositions. Instead, they will form 1-2 new armies named after the country of their origin (so 'French Army' if you took barracks from France).
When armies are auto-split for transport they will now be proportionally split along unit groups to prevent sudden org loss from unbalanced formation chunks
Magnate noble titles will now only display if their country can reasonably be expected to have a titled nobility
AI
Fixed an issue where the AI was failing to merge fleets and marine units at sea, resulting in many tiny formations
The AI should now properly calculate when its fleets need to return home to repair or take on crew
The AI is now less keen on intercept and protect supply missions against enemies with inferior navies
Balance
Increased the base command limit for formations without commanders to 20, so to better handle multi-trip transport without organization crashing
Merchant Marine input scaling and World Market Hub routing now correctly uses travel distance rather than number of sea nodes to calculate additional MM input and best trade route. This should fix the issue with no trade going through Suez and also significantly alleviate the over-demand of Merchant Marine making trade unprofitable.
Reduced the time it takes to recover organization, 0% to 100% now takes 100 days (down from 200)
Changed the minimum Supply threshold under which a formation receives penalties to 25%, was 50% before. This means formations can fight at full effectiveness for longer before running into trouble.
Increased Supply Capacity for all land-based units significantly. This, together with the change above, should make them a bit less susceptible to fluctuations in Supply availability, e.g. while Supply Ships still need to be assigned to them.
Signing a "Foreign Investment Rights" treaty now requires an interest tier level of 2 or higher
Springtime of the Peoples revolutions will now require the capital to be in revolt, with at least 25% Revolution progress
The Springtime of the Peoples will now require a European major power to have their capital in revolt, with at least 25% Revolution progress
The Divided Monarchists Journal Entry will cause the Revolution clock to progress faster whilst it is active (Voice of the People)
The Divided Monarchists Journal Entry for France now requires a civil war to make at least 25% progress before failing (Voice of the People)
Revolution state selection is now more strongly targeted towards states with high clout from insurrectionary Interest Groups and high Turmoil
Art
Added model of Shibu Uchiwa (Japanese traditional paper fan) and updated idle poses for female characters
Added child ideology icon
Interface
The military panel interface is now far more compact and displays more information about units at a glance
[img src="{STEAM_CLAN_IMAGE}/40579353/0a71a141e97d9c2c8cb359ecbb9cba8b20475905.png"]
Bugfixes
Fixed a bug where fleets could get stuck in the Bering Sea and Western Polynesian Sea
Fixed a bug where transporting fleets could become 'stuck' at sea if the transport destination changed owner or controller, requiring a manual issuing of orders to get them moving again. They will now simply abort the mission and go home.
Fixed an issue where formations could get stuck during a transport mission
Fixed armies with a supply hub in Schleswig-Holstein not being able to build supply routes through the port
Fixed an issue where the button to pause supply ship construction was disabled if there were no military ships in the queue
Unraised conscripts no longer count against transport capacity. It is also no longer possible to raise conscripts (or continue raising conscripts being raised) when an army is overseas or in transit via ship, to prevent conscripts from suddenly appearing on the other side of the earth without needing transport.
Fixed armies not being cross Sinai from East to West
Fixed supply penalties from goods shortages not being applied
Fixed a bug where market access price impact (MAPI) would not update after switching from traditionalism
Fixed a bug where units could be recruited to and disbanded from formations being transported by fleets
Clicking the back button after clicking a military formation in the military panel now re-opens the military panel
Fix embarked armies not disembarking when target became invalid (for example state got occupied)
Fixed world market access ignoring blockade penalties in some cases
Fixed an issue that could prevent fleets from getting to resupply despite having enough supply ships
Fixed ship construction queue entries getting stuck at 99.99% and "throttling down" before finishing
Fixed a bug where you could be involved in a diplomatic play without having a high enough interest tier to join it
Fixed an issue where armies would continue to advance the front despite having no advance order
Fixed a case in which multiple characters could get the Emperor of Japan trait if one abdicated
Fixed a bug where certain states cannot be fully colonized using frontier colonization, for instance Australia
Fixed a bug where company-owned buildings would not auto downsize despite standing empty for extended periods of time.
Fixed an issue where ship models visually started travelling from their HQ to the current fleet location after loading a game
Fixed the Retire from Office interaction possibly resulting in the same character promptly being set as the new leader
Fixed an issue that could print errors when hovering characters in the "Honorable Restoration" Journal Entry
Character career lengths are now in a random span of days, not years, so they don't retire in bulk on January 1st
Fixed Abdicate Monarch failing to make heir the new ruler
Fixed a possible null scope in coups that could appear if a commander was unassigned
Fixed an issue in the trigger of "Discord within the \[interest group]"
Fixed an issue where an independent India could keep its colonial cultures in cases where her languages were changed
Additions to the Patchnotes (08/05/2026)
We have a small update to 1.13.4, removing some patchnote entries which erroneously made it into the notes and to fix an issue where the AI would be unable to build ships, noted below. The checksum will remain the same as previously shared!
Bugfixes
Fixed a bug where the AI would be unable to build ships in some cases where it did not already have ships under construction
Previous Patchnotes
Good Day Victorians.
In this Hotfix we aim to fix many of the most critical bugs reported by the community for Update 1.13 and The Great Wave.
This time targeting such critical bugs as; MAPI not updating after switching from traditionalism, troops moving southwards through Sinai would only want to move through the navy, a variety of supply issues and fleets getting stuck in the Bering strait to name a few issues fixed.
Later today, around 16:00 CEST, we have a Dev Diary from Martin going through our post release thoughts, what changes we are doing to ensure we don't allow a release like this to happen again and what we plan for a more comprehensive overhaul of the AI ability.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.4’s checksum is `7564`, and you can check out the full patchnotes below.
The following changes have been made to the game compared to 1.13.4:
Improvements
When barrack levels are inherited from other countries, those units are no longer allowed to be merged into formations that have existed for more than a few days, and thus will no longer disrupt carefully managed unit compositions. Instead, they will form 1-2 new armies named after the country of their origin (so 'French Army' if you took barracks from France).
When armies are auto-split for transport they will now be proportionally split along unit groups to prevent sudden org loss from unbalanced formation chunks
Magnate noble titles will now only display if their country can reasonably be expected to have a titled nobility
AI
Fixed an issue where the AI was failing to merge fleets and marine units at sea, resulting in many tiny formations
The AI should now properly calculate when its fleets need to return home to repair or take on crew
The AI is now less keen on intercept and protect supply missions against enemies with inferior navies
Balance
Increased the base command limit for formations without commanders to 20, so to better handle multi-trip transport without organization crashing
Merchant Marine input scaling and World Market Hub routing now correctly uses travel distance rather than number of sea nodes to calculate additional MM input and best trade route. This should fix the issue with no trade going through Suez and also significantly alleviate the over-demand of Merchant Marine making trade unprofitable.
Reduced the time it takes to recover organization, 0% to 100% now takes 100 days (down from 200)
Changed the minimum Supply threshold under which a formation receives penalties to 25%, was 50% before. This means formations can fight at full effectiveness for longer before running into trouble.
Increased Supply Capacity for all land-based units significantly. This, together with the change above, should make them a bit less susceptible to fluctuations in Supply availability, e.g. while Supply Ships still need to be assigned to them.
Signing a "Foreign Investment Rights" treaty now requires an interest tier level of 2 or higher
Springtime of the Peoples revolutions will now require the capital to be in revolt, with at least 25% Revolution progress
The Springtime of the Peoples will now require a European major power to have their capital in revolt, with at least 25% Revolution progress
The Divided Monarchists Journal Entry will cause the Revolution clock to progress faster whilst it is active (Voice of the People)
The Divided Monarchists Journal Entry for France now requires a civil war to make at least 25% progress before failing (Voice of the People)
Revolution state selection is now more strongly targeted towards states with high clout from insurrectionary Interest Groups and high Turmoil
Art
Added model of Shibu Uchiwa (Japanese traditional paper fan) and updated idle poses for female characters
Added child ideology icon
Interface
The military panel interface is now far more compact and displays more information about units at a glance
[img src="{STEAM_CLAN_IMAGE}/40579353/0a71a141e97d9c2c8cb359ecbb9cba8b20475905.png"]
Bugfixes
Fixed a bug where fleets could get stuck in the Bering Sea and Western Polynesian Sea
Fixed a bug where transporting fleets could become 'stuck' at sea if the transport destination changed owner or controller, requiring a manual issuing of orders to get them moving again. They will now simply abort the mission and go home.
Fixed an issue where formations could get stuck during a transport mission
Fixed armies with a supply hub in Schleswig-Holstein not being able to build supply routes through the port
Fixed an issue where the button to pause supply ship construction was disabled if there were no military ships in the queue
Unraised conscripts no longer count against transport capacity. It is also no longer possible to raise conscripts (or continue raising conscripts being raised) when an army is overseas or in transit via ship, to prevent conscripts from suddenly appearing on the other side of the earth without needing transport.
Fixed armies not being cross Sinai from East to West
Fixed supply penalties from goods shortages not being applied
Fixed a bug where market access price impact (MAPI) would not update after switching from traditionalism
Fixed a bug where units could be recruited to and disbanded from formations being transported by fleets
Clicking the back button after clicking a military formation in the military panel now re-opens the military panel
Fix embarked armies not disembarking when target became invalid (for example state got occupied)
Fixed world market access ignoring blockade penalties in some cases
Fixed an issue that could prevent fleets from getting to resupply despite having enough supply ships
Fixed ship construction queue entries getting stuck at 99.99% and "throttling down" before finishing
Fixed a bug where you could be involved in a diplomatic play without having a high enough interest tier to join it
Fixed an issue where armies would continue to advance the front despite having no advance order
Fixed a case in which multiple characters could get the Emperor of Japan trait if one abdicated
Fixed a bug where certain states cannot be fully colonized using frontier colonization, for instance Australia
Fixed a bug where company-owned buildings would not auto downsize despite standing empty for extended periods of time.
Fixed an issue where ship models visually started travelling from their HQ to the current fleet location after loading a game
Fixed the Retire from Office interaction possibly resulting in the same character promptly being set as the new leader
Fixed an issue that could print errors when hovering characters in the "Honorable Restoration" Journal Entry
Character career lengths are now in a random span of days, not years, so they don't retire in bulk on January 1st
Fixed Abdicate Monarch failing to make heir the new ruler
Fixed a possible null scope in coups that could appear if a commander was unassigned
Fixed an issue in the trigger of "Discord within the \[interest group]"
Fixed an issue where an independent India could keep its colonial cultures in cases where her languages were changed
Additions to the Patchnotes (08/05/2026)
We have a small update to 1.13.4, removing some patchnote entries which erroneously made it into the notes and to fix an issue where the AI would be unable to build ships, noted below. The checksum will remain the same as previously shared!
Bugfixes
Fixed a bug where the AI would be unable to build ships in some cases where it did not already have ships under construction
Previous Patchnotes
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
Victorians,
We just released a hotfix targeting some more key issues experienced by players, including some troop transportation improvements, some AI improvements, UX improvements, bugfixes and more.
Moving forward, for the upcoming hotfixes, we will have a particular focus on improving the AI ability to interact with systems, not just for ones introduced in this Update but also overall. We will go over those plans more, as well as our post-release plans in general, in the dev diary next week (rest assured that more hotfixes are definitely coming).
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
Moving on, you can check out the full patch notes below. 1.13.2’s checksum is `45ca`.
The following changes have been made to the game compared to 1.13.1:
Improvements
Military maintenance will now always be deducted before any other naval construction can happen, including supply ships. This avoids the issue of ships suffering maintenance penalties if you set the priority to allocate too little capacity for the category.
AI
The AI is no longer willing to just give away states that grant control over a strait
Fixed several more cases where the AI could get blocked from launching naval invasions
Fixed an issue where the AI was not merging small Marine units formations that were deployed in the same land location
Balance
Power bloc members now generate involvement the same way subjects do
Moved Reinforced Fortification Production Method unlock for Naval Fortifications to Breech-Loading Artillery. Previously was on Concrete Fortifications.
Interface
Restructured the layout of the action buttons for Formations and what goes in the context menu and what goes outside of it
Hid ship modifications tech unlocks without DLC enabled
Supply ships should no longer count as military ships of a fleet while engaged in a battle
You can no longer set strait access restrictions when you have the strait open to everybody. Previously this would reset when you changed settings.
Bugfixes
Fixed an issue where supply ships being raided would permanently join the raided fleet if the battle ended abnormally, inflating costs and power projection
Fixed an issue causing the game to not tell the player why they or another country can't join a diplomatic play as a result of insufficient interest in the region
Fixed an issue where exiling an agitator would not remove them as commander
Getting a toll exemption treaty now only affects the target country rather than all
Fixed a softlock in the Honourable Restoration Journal Entry caused by a non-Tokugawa shogun
The Emperor abdicating will no longer break the Honourable Restoration Journal Entry
Fixed an issue that prevented opium_wars.4 from ever firing
Kameoka (Kyoto mining hub) is now properly placed, connected and localized
Previous Patchnotes
Good day Victorians.
We have a focused hotfix today addressing critical AI issues, performance, bugfixes and balance changes. We are also working on more hotfixes with more issues being addressed.
This hotfix should improve how the AI interacts with the new systems, a building employment issue and performance should be improved compared to 1.13.0, though we are still investigating improvements in performance and AI.
Note from Martin:
We have also seen an uptick in comments blaming QA for the issues in 1.13. There is a very common misconception that if a release has bugs, it’s QA’s fault for not catching them, but this is almost always just that - a misconception.
We've made a lot of very large system changes in 1.13, with a lot of knock on effects, and they've had to constantly play catch up with our tinkering. Many of the issues that made it into the release were the result of late changes to the build that they simply didn’t have time to catch. In short, if you really want to place blame anywhere, place it on me, as I am ultimately responsible for the quality of each release.
I will be talking more about this in next week’s dev diary, but for now the focus is on finding and squashing bugs and balance issues.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
Otherwise, check out the full patch notes below. Checksum is `ccf2`.
The following changes have been made to the game compared to 1.13.0:
AI
Fixed an issue where the AI would create a lot of tiny fleets. Also improved the behaviour for armies so AI should have less tiny armies
Fixed a bug where the AI would not disband empty formations it did not have a use for
Improved AI handling of obsolete ships, including cancelling obsolete ship constructions and more aggressive decommissioning of useless ships
Fixed a bug where the AI would generate way more templates than it needed and did a general improvement pass on how the AI designs ships to produce more sensible templates
Countries no longer start naval invasions using marines without a general
Fixed a bug where the AI was constructing new ships they did not have the necessary crew for
Added triggers for the AI to get rid of Merchant Navy if they have sufficiently high tech unlocked
Balance
Reduced Literacy growth from 0.5% per week to 0.1% per week, as it was way too fast previously
Reverted the change to several Land Reform law such as Tenant Farmers that added minimum subsistence employment. We will experiment with bringing this back when the UI and mechanics support it properly.
Reduced the armor values of late game Capital Ships, moderately increased the damage of late game Cruisers, as damage was far too outclassed by armor from Modern Ironclads onwards
The fraction of Coup Strength formerly calculated off of the number of units commanded by a General or Admiral is now calculated off of that commander's rank divided by the sum of the ranks of all commanders of that type
Added two textile mills to Ile de France at game start, to discourage French uprisings on account of their threadbare clothes they can’t afford to replace
Reduced movement radicalism gain from the Geheime Staatskonferenz for Austria
Reduced movement radicalism gain from the Divided Monarchists Journal Entry for France
Increased the threshold for the Hungry Forties Journal Entry to fire
Art
More historical Japanese characters have had their specific character DNA for their appearances added
Fixed an issue where pre-restoration Officers pops could wear peasant clothing pre-Restoration if the player had no DLCs
Fixed blockade graphics not being shown on the map
Interface
Made the Strait map marker show up less frequently in the Default map mode
Removed the broken commander buttons from the Naval Invasion planner, we are planning to improve the general functionality of this feature in future hotfixes
Improved the missing crew alert by adding info that ships need to go to port to get new crew. This new part will be displayed in English only, until next week or so.
Performance
Significantly increased AI performance for handling diplomatic plays
Improved AI performance for handling armies
Bugfixes
Fixed the stranding of armies due to fleets forgetting they were transporting them because they got merged with another fleet. As a backup and to fix saves, we teleport any currently stranded armies at sea to their supply hub.
Fixed an issue that allowed countries to start or join diplomatic plays in a region even if they didn’t have the necessary interest tier level.
Stopped drowning marines when you merge two fleets. Instead allowed them to be attached to the other fleet as it was intended.
Fixed a bug where unraised irregular infantry could not gain any supplies
Fixed a bug where fleets could return to their home HQ when stationed in other HQs or states
Fixed ‘Abandon Piracy’ treaty not preventing ‘Piracy’ missions from still occurring
Fixed an issue where buildings which only employed very small pops would ignore them and dump their wages making them unable to hire anyone
Potentially fixed an issue that caused a rare bug which would cancel the construction of naval administration buildings
Fixed an issue that could print errors when hovering characters in the "Honorable Restoration" Journal Entry
Fixed Sweden owning Livestock Ranches in Kyoto
Removed deprecated Man-o-War good from the USA-Texas starting treaty
Removed the Armstrong Ironclad Prestige Good as it can no longer be produced
Fixed a number of localization issues
Previous Patchnotes
[img src="{STEAM_CLAN_IMAGE}/40579353/f89e62b55de2875b49150e7dae686f8b0c538244.jpg"]
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 Steam, on the Paradox Store or as part of Volume 3.
Enjoy the release trailer below:
And yesterday we released an overview of Update 1.13:
If you can’t get enough videos, we released a couple of videos covering the narrative and mechanics of the expansion to bring you up to speed.
Of course, if videos are not your speed this handy infographic summarizing what is in The Great Wave:[img src="{STEAM_CLAN_IMAGE}/40579353/d73cb64280b30fdadce92aaffb0c8ae91bd9a417.jpg"]
And, before we get into the patchnotes, we have another infographic giving an overview of the update:[img src="{STEAM_CLAN_IMAGE}/40579353/cf922bf0e89210cd43d69c617646b7f674e47358.jpg"]
Moving on, before you try to load up old saves from previous updates, we want to remind you of two things; non-updated mods most likely will not work & old saves will not work due to map/mechanical changes.
And so, we have the patchnotes below updated with any that we missed!
Patchnotes 1.13
The Great Wave Features
Ship Designer:
Added the Ship Designer, which allows you to customize the loadout of your ships. It works with templates which you can create per ship type, saving your setup for your current playthrough. The Ship Designer allows you to modify four main categories, Armor, Armament, Propulsion, and Supply Capacity. Setting values of these modifications to a higher value increases the construction cost of the ship in non-linear fashion. Additionally, most ship types can bring one or more Utility modifications which modify the ship's values in other ways, for example increasing blockade strength with Patrol Boats.
Flagships:
Added Flagships. Assign the unique Flagship status to a ship and adjust its figurehead ornament. You'll earn prestige from successful battles that the Flagship participates in, but also lose Prestige from defeats. The fleet that contains the Flagship also generates more Involvement in the region it's active in.
Ship purchase treaties:
Added a new Ship Transfer Treaty article. This targets a new type of object in treaties, Ships, and allows you to compose treaties with them.
Gunboat Diplomacy options:
Added gunboat diplomacy to the game. You can now threaten Naval Hostilities when signing a treaty. If the opposing side declines the treaty you can conduct any and all hostile naval activities for 180 days, meaning you can engage in naval battles, blockade, bombard and so on, blurring the lines between peace and war.
New Naval Missions:
Port Bombardment
Added a new fleet action, Port Bombardment. It allows a fleet to fire at a coastal state to cause devastation and even destroy some buildings present in the state.
Piracy
Unrecognized nations can send their fleet to seize trade passing through sea nodes and sell it in their market, yielding money and sell orders from the pilfered goods.
Added a treaty article to enforce the abandonment of Piracy.
Privateering
Recognized nations also have access to a version of Piracy, that is only available while at war or during Naval Hostilities.
Hunt Pirates
Works much akin to Intercept or Protect Supply Lines, but your fleet will only be sent out to crush pirate fleets that are set to the “Piracy” mission.
Added a Power Bloc Principle group related to the Navy
Narrative content:
Added several events for the Shogunal succession crises of the late Tokugawa, as well as the proclamation of new Shoguns
Added the Tenpō Crisis Journal Entry to the game along with 8 associated events
Added a Decision and Journal Entry to Japan to represent the Iwakura Mission
Added a Journal Entry dealing with the Zaibatsu
Added numerous events related to the Japanese royal family
Added a new Grant Peerage character interaction, which allows a Monarchy to make characters into nobles at the cost of some Authority
Added "Ostracize" and "Patronize" character interactions, to increase and decrease character Prominence or Popularity
Added 5 new events 'Letters for All' 'The Unequal Calendars' 'A Year Recounted' 'The Westernization of Names' 'The Question of Kanbun'
Added "Shinbutsu bunri" decision and Journal Entry for Japan
Added "Elevate Buddhism" decision and Journal Entry for Japan
Added Journal Entry and events related to the colonization of Korea
Added the Taming the North Journal Entry to the game, dealing with the Japanese colonization of Hokkaido
Added a Journal Entry showing the tug of war between China and Japan over the Ryukyu Kingdom
Japan now begins the game with the Locked Country Journal Entry and Sakoku, a law variant of Isolationism
Added 11 companies and 4 new unique prestige goods to the game
Added several historical earthquake events for Japan
Over 90 new historical characters were added with the help of modder Lord R.
Art:
New clothing assets for Japan, including;
Added a Meiji court jacket model with new patterns and embroidery trims
Added a traditional Japanese straw raincoat
Added a traditional Japanese cone hats that commonly was made of bamboo leaves or straw or reed
Added a traditional Japanese eboshi hat
A Japanese building style, which reflects the architectural syncretism of Japan’s evolving urban landscape and enduring character of rural buildings
A new 'Lacquer' User Interface skin, inspired by traditional Japanese lacquer work
Added a new Wakon Yosai papermap inspired by Meiji era ukiyo-e woodblock prints, Japanese Naval history and mythological elements
Added a new main menu illustration for The Great Wave, featuring important historical characters from the era
New Japanese inspired table assets, featuring; a Japanese Imperial Naval Officer’s Dirk, a White Pine Bonsai Tree, Dango Skewers, Lacquered box and a Tatami mat table surface
Music:
Added new period appropriate music tracks to evoke Edo/Meiji era Japan, spread over 27 minutes in 8 tracks
Features
Completely reworked how ships work. They are now individual objects that have to be constructed using Ship Construction provided by Shipyards. They have a variety of new or changed attributes. Ships can be damaged and sunk and they require a crew to man them. Crews are recruited in a new building called Naval Administration which act somewhat like a pool of sailors for your country that your ships can draw from. Ship construction times are therefore also significantly increased compared to the recruitment of 1000 sailors, and changing a ship's type is no longer possible. Ships require a small capacity of Naval Construction to be maintained and if they suffer damage, they need to return to port to repair their damage. Ship construction and repair both consume goods in shipyards, depending on the ship type. Due to these changes, the military goods Man-o-War and Ironclad have both been removed from the game as well.
Reworked Naval Combat entirely. Ships will have an Initiative value in battle, and they can either attack or try to retreat. Attacks can deal hull or crew damage and depend on attack and armor values. Beware that this will make the technological advancement from wood to steel very impactful. We also reworked the visual representation of ongoing naval battles by adding dioramas that represent the two clashing fleets' compositions.
Added a deeper Supply system. All formations now have a Logistics Center in their HQ, which they will trace a supply route to. A formation that is overseas consumes Supply Ships, depending on how high the supply consumption and distance to the HQ is. Supply Ships have to be built like military ships by using Ship Construction from Shipyards. You build and store up Supply Ships. To keep track of how many you have available and how many you are using, Supply Ships have taken Convoys' place in the top bar of the interface.
Removed convoys. Merchant Marine now covers all civilian usage, including port connections, whereas the new Supply Ships cover everything military.
Reworked how Troop Transportation works. To move troops across the sea, you now require a fleet with enough transportation capacity to move them. Your units will have to embark the fleet before then being dropped off in the target location. Keep in mind that this usually incurs higher Supply costs due to them being farther away.
Reworked how Naval Missions are conducted. Ships can now be present in multiple nodes at once, at reduced mission efficiency. Naval battles are engaged by comparing detection and visibility of two fleets that are looking for each other. Fleets can now also be intercepted when they are travelling through a sea zone if the opposing side manages to spot it.
Added Naval Fortifications buildings to the game. They provide a minimum strength that the attacker needs to beat before they can attempt a naval invasion. Additionally for any naval invasion that does happen, they provide a defense bonus depending on their level, scaled by the ratio of attacking and defending forces. We’ve added numerous Naval Fortifications around the world, representing strong historical forts in 1836.
Added Straits to the game. You can control tolls and access through a strait by building one of the new Naval Fortification buildings. There are also new treaty articles to get exempt and to forbid a country to close their strait to anybody.
Completely overhauled the ship type setup in the game. There's now 20 different ship types available in total, all based on historical models from major players during the time. These come with different visualizations when the ships take damage too.
Adjusted a number of naval related technologies and what they unlock to make sense with our new Navy setup
Added Marines, a special type of land unit. All-marine formations can be permanently attached to fleets and are more efficient at conducting naval invasions than regular troops.
Completely reworked the existing naval sea zone map and sea route network
Added a new Naval Doctrine Law group that provides bonuses to construction of different ship types etc.
Merged civilian and military shipyards back into one building type. Shipyards now provide Ship Construction used to build military and Supply Ships. They also continue producing the civilian goods, Clippers and Steamers.
Military Formations now only have a single commander instead of up to four. Commanders can be freely unassigned and reassigned between formations, but will take some time to travel to their new formation. While travelling, the commander's skill traits will not give any benefit to the formation and they will be unable to advance on the front but they still provide command limit. Commanders are now able to participate in multiple battles, but are limited in the number of states they can attack simultaneously by distance and rank. Orders now apply to a whole formation, including special orders available due to traits.
Commander ranks are now more impactful and the command limit from rank increases with tech. There is now a penalty for 'unnecessary' promotions when you already have ample command limit and any issues with formations being under command limit could be solved via swapping, in the form of reduced IG approval for the Armed Forces and any non-Armed Forces IGs that have commanders and who did not benefit from the promotion.
Reworked the Diplomatic Interest system. Instead of a binary on/off system, interests now work in a tiered fashion. Build up Involvement in a strategic region by patrolling its coasts, setting up treaties or getting a foothold. Higher tiers of Involvement unlock actions like starting diplomatic plays rather than just joining them and so on.
Consolidated strategic regions around the world as part of the new strategic region interest update
Added the Orchestrate Coup Diplomatic Action, a Diplomatic Action that allows for orchestrating a coup in weaker countries through a friendly Lobby
Characters now have Prominence as an additional stat, representing their level of pull within the country's political machine (as distinct from Popularity, which represents their pull with the general public). Prominence is gained by a variety of factors such as being in command of troops or leading a prosperous company and determines the amount of Political Strength a character contributes to their Interest Group, as well as their chance of being appointed its next leader (replacing Popularity as the main factor in the latter)
Characters will no longer automatically be purged if they do not have an active assignment, but will exist in the national character pool (also known as the National Cast). The National Cast can be viewed in the Characters panel or in the Population panel where you can get a filtered view of all characters in your country.
The National Cast of each country will be periodically populated with politicians from non-marginalized Interest Groups, with ideologies suitable for that Interest Group. The amount of politicians that will be generated depends on how influential the Interest Group is.
Added a new character role 'Magnate'. Magnates have a Holding building (either the Manor Houses or Financial Districts in their home state) and gain Prominence based on the revenue of that building, strengthening their IG and increasing their chances of being selected as Interest Group Leader. Rulers under hereditary systems are Magnates by default.
Added 4 new free companies to the game
Improvements
Added the ability to drag and drop buildings and ships in the construction queue
Primary cultures and state religions are now always valid targets for assimilation/conversion in incorporated states and states affected by the Promote National Values decree
Children no longer have an ideology, interest group or personality traits by default. Unless explicitly added via effects after creation, any traits/ideology/IG assigned to them are instead saved and applied when they become an adult.
Character roles now have a default span for how long characters stay in them, which is modified by their health (unhealthy characters retire earlier) and can be further manipulated using script effects. It's tracked per-role, so a multi-role character can retire in one of their roles and continue to serve in another. The intent is that now that in the vast majority of cases only rulers & heirs should be able to die of natural causes in their office.
Removed the strategic land adjacency requirement on military access treaties
Characters now have a loyalty value based on the approval of their interest group and how much their personal ideology approves of current and enacted laws
By default, randomly generated characters can now come from any culture within your country that has at least tier 4 acceptance, weighted by the political power each culture holds. They will receive an appropriate religion for their culture based on the demographics of that culture in your country.
The chance that a leader ideology will be selected for an interest group is now increased if that ideology is represented by prominent characters in the country belonging to the interest group
Interest group leader ideology selection is now a single weighted pool of relevant ideologies, which will either select an appropriate character from the character pool as the next leader, or generate a new character if there is no character representing that ideology
Historical politicians with character templates will now appear as politicians in the character pool as soon as they are valid for usage and make themselves available as a potential future leader of the IG, instead of waiting until they actually become the IG leader
Characters now have home state regions, which are either set explicitly on the template/create_character effect or selected through random weighting
All international Journal Entries are now inherited when a revolution succeeds and transferred to the revolutionary country
When a formation enters a state of 'low command limit' (for instance due to its commander dying), there is now a 30-day grace period before max organization is impacted so that you have time to assign a new commander
When a commander embarks on an expedition they are now unassigned from their military formation
Made it possible to cancel current tech research without clearing the research queue
Added a 'make this work' button to the treaty draft panel that attempts to append articles and/or obligations to form the treaty into one the AI is guaranteed to accept
Paved roads now increase army movement speed
Company-type countries can now have subjects
The Hudson Bay Company, East India Company, and Russian-American Company are now Company-type countries
The Confederate Canada/Federate Australia Journal Entries are now available to any country with multiple Canadian/Australian subjects
Made Authoritarian one of the default ideologies available to the Armed Forces
Corrected Francisco Escobar \'s birth date, and changed him to the Social Democrat ideology
Revolution events are now limited to appearing once per month
Made improvements to the functioning of legacy script related to characters
Using the Abdicate and Resign from Office character interactions no longer retires the relevant character
AI
When a treaty is signed between two not diplomatically relevant countries establishing first relations, the initial attitude between them should now be set to a non-hostile attitude
The AI is now way more reluctant to break treaties that are still in their binding period
Balance
World Market Hubs now compute multiple different potential paths to other World Market Hubs, and can switch which path they use for trading to avoid excessive tolls if paying the increased distance cost makes more sense
Trade Centers now prioritize trading with other Trade Centers where the trade would not result in paying excessive tolls, if options are available
The distance at which Trade Centers import/export goods now increases their demand for Merchant Marine, so that there is a proper reason for them to prioritize shorter trade routes
Maneuvers now increases more with technology and the increases scale against your base number of maneuvers from rank, allowing high-ranking nations in the late game to do a lot more in diplo plays
Popularity of an Executive can no longer lower the Prosperity of their company, and only increase it by up to +10, as having an important prosperity factor be fully determined by randomness wasn't very good for gameplay
Reduced low-acceptance pops' attraction to the Modernisation Movement
Adjusted the Radical Movement radicalism gain from not having Universal Suffrage down to +15%, to compensate for Electoral Confidence
Reduced baseline attraction of Shopkeepers pops to the Industrialists, and increased the amplitude of their wealth-based attraction factor to the Industrialists
Changed the ideologies of several characters spawned near 1836 to be less anachronistic
Changed Louis Auguste Blanqui's Interest Group to Trade Unions
Changed the ideologies of Anton von Schmerling, Anastasios Polyzoidis, and Ferenc Deak from Social Democrat to Liberal
Changed the ideology of Laszlo Madarasz from Social Democrat to Radical
Changed Bernardo de Sá Nogueira de Figueiredo from Landowners Humanitarian to Intelligentsia Liberal
Changed the ideology of Benito Juarez from Market Liberal to Moderniser
Abdication now requires the heir to be 16, rather than 18
Reduced the Legitimacy malus from having an Arrogant ruler
Slightly increased arable land in Mindanao and Visayas
Increased the Progressiveness of Secret Police, and decreased the Progressiveness of No Home Affairs
Art
Added some of the excellent clothing assets from Miss Duce's Japanese Uniform Pack to the game. Including naval uniforms, Japanese military uniforms across the time period and many, many lovely hats.
Added two new character backgrounds for Japanese Emperors, one for pre- and one for post-Meiji Reforms emperors respectively
Added fortifications on the map visualizing where straits are set-up and by who.
Added Gunbai Japanese war fan 3D model and updated existing animation
Added custom clothing for Auguste Comte
Added a new 6-point light particle shader
Updated textures and color palettes of Japanese low class outfits
Audio
Reworked ship audio from the ground up, integrating with the mechanics of the new naval combat system. Re-mixed and embellished with new sounds across the board.
Adapted Dingyuan, Borodino and Mikasa ship sounds to the new naval combat system (Warships Bonus Pack)
Content
Reworked the Meiji Restoration content for Japan
Japan now starts with the Warrior Caste Army Model law variant, limiting Officers qualifications to the samurai caste and reducing recruitment of new soldiers
Japan now starts with the Bakufu Distribution of Power law variant, representing the rule of the shogun over the country
Added a new Peasant Proprietorship law variant, replacing Homesteading for old-world countries. This law makes 25% of non-subsistence and 50% of subsistence agriculture buildings self-owned, and slightly increases the chance for Financial Districts to purchase agricultural buildings.
Added a new Social Monarchy law, representing a corporatist system that retains the monarchy
Added two unique political movements to Japan - the Sonnō Jōi movement and the Tokugawa Loyalist movement
The Japanese Terakoya are now an Education law variant, granting a flat quantity of education access and blocking the Education institution for as long as it is active
Added a unique starting social hierarchy for Japan, representing the late Edo social system
Adjusted the "Forbidden Love" event (acceptance_events.1): Decreased its likelihood to trigger and the heir now has to be younger than 25 years old and possess either the romantic, charismatic or reckless trait. Additionally this event can no longer trigger for traditionalist, ethno-nationalist, fascist, theocrat or slaver ideology characters. The heir will now adopt the Reformer ideology if Feminism has not been invented yet.
Added a "Retire Daimyō" character interaction, which allows for compelling the retirement of troublesome Daimyō
Added a set of new Interest Group leaders for Japan
The Petit-Bourgeoisie in countries with either Isolationism or Traditionalism will now have the Mercantile ideology, which supports modernisation of the economic system
Added an Interventionist ideology for the Japanese Industrialists
Allowed naval travel in the Hudson Bay, and added a port/shipyard throughput malus to affected states
Added over 4000 historical ship names for relevant nations
Updated Meiji reforms to tie in with new content in The Great Wave
Added Japan flag variants for Taikunate, Buddhist Theocracy and Shinto Theocracy
Upon cementing the House of Bourbon, Legitimist France's map colour is now white
Added a new Fish Fertilizers Production Method for Japanese Rice Farms
Coups now require a reason to occur. These reasons include: enacting a law, failing a Commitment, failing a Petition, the Orchestrate Coup diplomatic action, the Depose Ruling Dynasty decision, having the Napoleonic Return, Ambitious, or Imperious traits, and being Louis Auguste Blanqui.
Added custom Interest Group names to the Japanese Landowners, Intelligentsia, Petit-Bourgeoisie, and Industrialists
Revised starting setup in Australia, increasing Aboriginal presence
Edited the specifications of existing Japanese Zaibatsu companies to avoid industry overlap with new Zaibatsu companies
Added a bespoke communist flag for Japan
Added dynamic Japanese naming for Japan, Korea, Taiwan, and Sakhalin/the Kurils
Added marine formations to select historical countries in 1836, like Britain, France, and Spain
Austrian Upper Silesia has been merged into the Moravia state region
Updated the Ständestaat Journal Entry for Austria to encourage the establishment of a Social Monarchy
Added a Samurai Training production method for countries with the Warrior Caste law
Renamed the Japanese Devout to the Jisha
Added a coal-related state trait to Tonkin, Vietnam
Added dynamic Russian, Chinese, and Ryukyuan names for select East Asian states
Added additional interest group leaders to the game for the Papal States
Added Guillaume Henri Dufour Character DNA
Fixed Isambard Kingdom Brunel so that he now has a cigar
Interface
The end of war popup is now much more informative, telling you about who won, which wargoals were enforced throughout the entire duration of the war (including from capitulation) and duration/casualties/cost of the war
Added a notification for when an Interest Group gets a new leader, informing you of their ideology
Double clicking on a formation (army or fleet) entry in the outliner now zooms you to that formation (similar to the Z key) while also opening the formation panel
Added a quarterly autosave interval option
Primary cultures can now be tooltipped in the country panel for cases where a large number of cultures get truncated
Cultures with more than 2 taboos/obsessions/migration targets have these lists displayed through a +N tooltip where N is the number of items beyond 2
Dismiss toast is now its own keybinding and can be bound to a different key than ESC if you want to be able to easily close panels without dismissing toasts first. By default it's still bound to ESC.
Character religion is now shown in the character interface
Added tooltips to all Interest Group leader ideology weights
Added a toast for when a character in your country becomes an adult
National Liberal movements will now display that high literacy benefits them
Changed many Oxford-style em-dashes to Chicago-style em-dashes
Properly title-cased all modifiers
Fixed some duplicate numbers in the country building levels trigger
Performance
Removed many extraneous global triggers and effects scattered throughout the script, and replaced them with more localised triggers/effects. This should somewhat improve the performance of several pieces of content, most notably the Great Game.
Modding
Added new effects add_resource_potential, remove_resource_potential, change_resource_potential that allow state resources to be added or removed
Added culture-scope effects add_cultural_taboo/remove_cultural_taboo
Added effects set_first_name and set_last_name that allow you to change the localization key used to get the first/last name of said character
Character roles are now scriptable, and new roles can be added either following one of the existing archetypes or using the modder-specific 'other' archetype for fully custom roles
"Harvest" conditions can now happen at sea if specified that way
Added system to script how ship names are generated
Added a new effect set_as_adult which allows a character to be turned into an adult with all the corresponding logic for ideology, traits, IG etc before the age of 16. This function cannot be used to turn a character into a child.
Added company-scope script list any_owned_country/every_owned_country etc
Added new scripted list scope_homeland_states which can be used in country or culture context
Added triggers tax_waste and potential_income, which measures tax waste and income + tax waste, respectively
Law groups can now be shown/hidden using enable { }
New widget anchors for use in Journal Entries
The kill_character console command now also accepts character ID
Split the 'has_role' trigger into 'has_role' and 'has_role_type' triggers, any previous uses of this trigger should be updated to use 'has_role_type'
Reworked the relative_authority/relative_influence/relative_bureaucracy triggers to measure the fraction of the capacity that is unused, so for instance this will return 0.5 if there is 1000 production and 500 usage, and -0.5 if there is 1000 production and 1500 usage
Added new trigger is_historical_treaty
Added character effect set_is_noble
Added character trigger is_adult
Added new character effect set_home_state
Added new character trigger is_noble
The macro CharacterRoleHasDefinedTitles has been deprecated in favor of the new function CharacterRole.HasDefinedTitles
Added getPluralDemonymFemale and getSingularDemonymFemale custom localisation functions
Bugfixes
Fixed a bug where single party law would not keep the party currently in power
Children can no longer own factories in "The Great Garment Factory Fire"
When a treaty is broken during the binding period due to actions other than a direct intent to break the treaty (for example, via scripted content or articles becoming invalid through circumstances beyond a country's control), penalties for withdrawing during the binding period are no longer applied
Disbanding a company during a generic prestige good journal entry no longer prevents that journal entry from reappearing
Fixed an issue where achieving independence as Philippines before researching Nationalism locked Spanish in as a Primary Culture permanently (Iberian Twilight)
Fixed a bug where explicitly assigned religions of characters belonging to the primary culture of their country would be overridden by the state religion (ie, a character specified as Yankee Jewish would just appear as Protestant)
Fixed a bug where character templates with usage dates from the start of the game could be randomly allocated a position (such as commander or IG leader) during game initialization, only to be immediately replaced by the historical character for their position and then put to death on the afternoon of January 1st, 1836 (Double Jean Dollfus was trying to warn us)
Fixed an issue where Austrian commanders could show up in peasant clothes for players without the National Awakening immersion pack
Fixed a bug where the Unification wargoal was very confused about whether it was a country or state conquest wargoal, resulting in various UI issues
Tracking of dead, wounded and cost in a war now correctly tallies these values even for countries that have dropped out of the war
Fixed an issue where state_pop_support_movement_{}_mult/add modifiers did not work when applied on to a state instead of a country, despite suggesting otherwise
Fixed an issue that caused Revolutionary countries to be unable to sign treaties
Colonization progress is now carried over to a state's new owner when it's being annexed
Some discrimination-related events can no longer select a primary culture as the discriminated one
Fixed the Interest Group clout requirement for Abdication never being valid
Fixed an issue where the Confederate Canada/Federate Australia Journal Entries could complete prematurely, preventing Australia or Canada from unifying
Fixed a bug where Pebrine Epidemic Journal Entry could sometimes immediately invalidate (Voice of the People)
The 'Star-Swarmed Banner' achievement can now also be achieved under a Parliamentary Republic
Upon achieving independence, the Indonesian Devout will now become Sunni
Fixed a bug where conscripts gained veterancy when unraised
Increased the number of possible Unification Candidates for Scandinavia from 1 to 3
The island of Flores is now a province and part of the Azores
Canberra has been eliminated
Removed a mysterious floating pen from Emperor Ninko's character model
Fixed a bug where clicking on an event option could crash the game
Fixed an issue where sorting by building levels in local price tab did not work
Naval routes connecting Portuguese ports to nearby sea hubs do not overlap in aesthetically-unpleasing ways
Decentralized countries no longer use character interactions
Events now trigger correctly when fired from Spanish African conquest Journal Entries
The "Canton System" law for China now states how many Trade Centers can actually be built to begin with
Colonial countries are no longer valid targets for the "Clouds on the Horizon" event
Fixed an issue where the Grand Collapse failure event would not properly iterate through African and Asian states
Fixes an issue where disbanding the Nihilist Movement through researching Anarchism and Socialism would give an incorrect completion event for the Nihilist Movement Journal Entry
Fixed the "Untamed Revolutionary", "Curly-Haired Orpheus", "Agent of the Sovereign", and "General Revanche" traits using placeholder icons
Corn Laws can no longer fire with Isolationism
Fixed an issue that could prevent the East India Company from being disbanded under certain circumstances
Removed script references to a misnamed treaty article
Fixed a bug with inconsistent display of decimals in tech modifiers
An Unexpected Guest event can no longer result in increasing relations with own country
Changed cooldowns for Abdicate Throne and Resign From Office interactions slightly so they appear correctly in tooltips (Voice of the People)
Fixed an issue for european sash 3D models
Added a cooldown to the "International Telephone Exchange" event
Fixed several instances of else = { } blocks in script with invalid limit = { } fields
Fixed a broken tooltip in the Secure Afghan Protectorate Great Game objective
Fixed an issue where Interest Group suppression events could lead to a null scope
Fixed an edge case where The Indochina Campaign Journal Entry could occur either for invalid countries, or multiple times
With that we are at the end of the patchnotes, remember that your save game will not be compatible with the new update, so please back up your save if you want to continue it by backpatching to the previous patch (1.12.5)!
If you encounter any issues after today's update, please first disable all mods and ensure you're playing on a fresh save file. Mods will not work until they are revised for the new Update!
Once again the modding digest, containing all the changes and documentation needed for modding Update 1.13, has been updated for Update 1.13, thanks to @Bahmut999.
This post contains Known Issues in 1.13, which we will update with subsequent patches. As always, please report any issues or bugs to our official bug reporting forum where we are better placed to help you out.
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dowser.exe to play
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