Victoria 3
by Paradox Development Studio · 25 Oct, 2022
1,026 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
Salutations Victorians.
A smaller Hotfix today, focused on a few key issues, such as tolls only looking at trade going to a world market hub state. We plan for a larger hotfix next time, aimed at next week.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.6’s checksum is `48a5`, and you can check out the full patchnotes below.
The following changes have been made to the game compared to 1.13.5:
Bugfixes
Fixed an issue where tolls were only looking at trade going to a world market hub state and not to other trade centers in the market area
Prestige goods bonuses now apply to units in combat
Fixed Interest Group leaders disappearing on change of government
Previous Patchnotes
Victorians,
We have a small hotfix with a major improvement to troop transportation and another to balancing the infamy cost for Threatening Naval Hostilities.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
Moving on, you can check out the full patch notes below. 1.13.3’s checksum is `654a`.
The following changes have been made to the game compared to 1.13.2:
Improvements
Ordering a fleet with insufficient capacity to transport an army will now have it make multiple trips to get the entire army to its destination. Moving any queued formations will result in them not being transported, while moving/giving a mission to the transporting fleet will cancel all further planned transportations.
There is a known issue: if an army is transported to a state that becomes invalid (e.g. when a state changes occupation) - the fleet will get stuck mid-ocean. Sending the fleet on any mission to any sea node fixes the issue, and the fleet can be stationed in any state afterwards to disembark the transported army.
Balance
Cut the infamy cost of Threaten Naval Hostilities in half
Previous Patchnotes
Good Day Victorians!
We have a small hotfix today addressing key issues, including the one mentioned in known issues regarding hiring.
Check out the full patchnotes below. Checksum is `9124`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.12 with any fixed issues!
The following changes have been made to the game compared to 1.12.1:
Bugfixes
Fixed a bug where buildings that do not use slaves would always be hiring regardless of whether they were losing money
Fixed a bug where having a high level of welfare would cause building owners to wage dump to extreme levels and let the government pick up the entire tab. Now they only wage dump to a moderate level and let the government pick up a smaller tab.
Fixed a bug when power bloc trade capacity modifiers weren't applied
The Cultural Commonwealth power bloc and the associated Shared Canon principle now only requires ownership of Iberian Twilight
Previous Patchnotes
Hello Victorians!
A small hotfix today addressing a number of bugfixes, as well as a special surprise in content.
After a short time in Opt in Beta, we have moved it over to a proper hotfix release - featuring fixes for audio being played multiple times and to capitalists/aristocrats being confused by financial districts.
Checksum for this hotfix is 1ebc. Savegames from previous 1.11 versions should work, but for the most benefit from bugfixes or balance changes it is best to use a new save!
The following changes have been made to the game compared to 1.11.0:
Balance
It is no longer possible for revolutions to fire if they do not have the support of any army units at all. Secessions can still fire with the support of no army units, so long as they can potentially raise conscripts
Content
Spooky season is alive! Alive!
Bugfixes
Fixed an issue that caused the HBC to be unable to colonize the Yukon Territory
Moved the mobilization sound to be a global sound to play any time the player becomes involved in a conflict, but only if he is not in a conflict already
Moved the revolutionary movement sound to only play once when a Political Movement becomes insurrectionary, it will play the sound if the map is visible or the movement list in the Politics panel is visible when it turns insurrectionary
Fixed a bug where ownership buildings tended to snipe capitalists/aristocrats from each other instead of hiring other eligible pops for those jobs
Fixed a bug where country monopolies were not correctly blocking private construction of the monopolized building types
Fixed a bug where political strength from wealth was truncated, resulting in (among other issues) pops with wealth lower than 8 getting no political strength from wealth
Fixed a bug where a civil war that failed to get the support of any states (due to all its valid states already supporting a different civil war) could start and restart every single week
Previous Patchnotes
Salutations Victorians!
Lo and behold we did do one more hotfix! Aimed at primarily fixing the reported wages issue and monopolies not working correctly.
Otherwise, I hope I don’t jinx it again, we shouldn’t have more hotfixes on the horizon but will see you soon!
Check out the full patchnotes below. Checksum is `43af`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with any fixed issues!
The following changes have been made to the game compared to 1.10.5:
Bugfixes
Fixed a bug where buildings would periodically reset their wages back to baseline, most noticeable as all buildings paying out the same wage at the start of the game
Fixed a bug where construction of buildings monopolized by companies could be blocked by incorrect validation of who holds the monopoly
Fixed a bug where autonomous construction could sometimes be blocked by the economy of scale factor overriding other, more critical factors such as whether there is actually workforce available in the state
Fixed a bug where the ai_evaluate_autonomous_construction console command was partially printing data for government construction, resulting in incorrect values
Previous Patchnotes
Good day Victorians!
This hotfix features some fixes to Austria content, to primary culture being not as liked as a minority culture and Hungary has been told to stop becoming best friend with Transylvania when they are at war,
Please note, this is our last planned hotfix for this update. Any further reported bugs, balance issues or other components will aim to be fixed in a later update, unless something truly game destroying appears! (By writing this I hope I do not will it into being)
Check out the full patchnotes below. Checksum is `3087`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with any fixed issues!
The following changes have been made to the game compared to 1.10.4:
AI
Fixed a bug where the AI would construct barracks/naval bases in some cases where they did not actually consider the construction affordable
The AI is now much more willing to invest in construction sectors when they have insufficient construction capacity to drain their investment pool
Fixed a bug where the AI would never use movement suppression or bolstering due to wrongly assigned priority
Fixed a bug where AI spending on government construction could be blocked by wanting to disband units that could not be disbanded due to civil war
AI Austria will now avoid enacting the United States of Greater Austria for as long as Franz Josef is Kaiser
Fixed an issue where the AI would repeatedly activate and deactivate authority-costing spending items such as Consumption Taxes and Charters
Made the AI more willing to try and ditch old-fashioned laws such as Traditionalism when they get to a certain level of tech
Balance
Incorporation speed is now slower for non-Homeland states, but increases with the Centralization line of society techs
Farmers now pay Land Tax instead of Poll Tax, so long as they are employed in a building that uses arable land
Reduced the requirement for the Age of Metternich Journal Entry's Policing and Home Affairs institutions to investment level 2
Content
Revised the failure requirements for the Federal Solution Journal Entry for Austria to only fail if a revolution or secession is taking place in Austria's core regions
Hungary is now forbidden from signing the union with Transylvania whilst at war or committed to a diplomatic play
Modding
Added a trigger to political movement civil war data for whether specific IGs can join the civil war when it rises up or not
Bugfixes
Fixed a bug where a very accepted minority (>100 Acceptance) could override the primary culture's homeland bias
Fixed a bug where capitalists were not receiving any dividends from certain company ownership structures
Fixed an issue where Aristocrats/Capitalists would sometimes start with much lower Wealth than their income could afford due to their final wealth being calculated before final dividends were properly determined
Fixed a bug where timed modifiers applied to Journal Entries would never actually time out
Fixed an issue where the game could freeze when closing the Power Bloc principles window.
Added a cooldown to the The Reckoning event for Serbia
Fixed an issue where Austria could be annexed by Italy during Italian Unification if it was in the process of forming the United States of Greater Austria
Fixed a crash to desktop that could occur when a secession failed and it was cleaning up a secession state that did not exist anymore
Fixed an issue that caused almost all Unrecognized Nations in Africa outside of the Great Lakes to start with Isolationism when they should have Mercantilism instead
Wounded Soldiers and War Widows will no longer be enslaved when they are ejected from the barracks (It would try and merge them with the largest pop which if you had slavery, are most likely slaves)
Fixed an issue where Austria could be made a subject of Romania through the Unite the Principalities Journal Entry
Dependents being merged into a different pop will try and merge into something sensible and not suddenly become aristocrats of a different culture/religion
Fixed an issue where the German-led Austrian Aristocracy would occasionally join cultural minority movement secessions
Fixed an edge case where Croatia could not be detected by the United States of Greater Austria
Fixed front names being shown incorrectly for non-participants
Fixed an issue where some subject flags would continue showing up despite the No Subject Flags gamerule being active
Korean Clergy are now still appropriately traditionally dressed when Korea adopts westernized fashion
Previous Patchnotes
Ahoy Victorians, a small hotfix today fixing the issue where aristocrats were very very poor and a bug with on_election_campaign_end not being called.
Check out the full patchnotes below. Checksum is `6093`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with any fixed issues!
The following changes have been made to the game compared to 1.10.3:
Bugfixes
Fixed a bug that applies subsistence farm penalty multiplier when calculating starting wage so the poor hardworking aristocrats don't starve
Fixed a bug with on_election_campaign_end not being called
Previous Patchnotes
Hello Victorians, we have a rather large hotfix for you today.
Featuring the GDFIX changes, a variety of fixes, balance changes, interface improvements and more. This is less of a hotfix and more of a hugefix…
The temporary fix we introduced in 1.10.1 for Silesia being annexed by Prussia during a Polish Uprising has now been resolved properly instead of through the temporary fix too.
Check out the full patchnotes below. Checksum is `81b8`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with fixed issues!
The following changes have been made to the game compared to 1.10.2:
Improvements
\ Made colonization ignore population of source state when determining speed penalty (thank you Alxe for the suggestion)
\ Added option when releasing a nation to keep states considered homelands for your primary cultures (thank you Deutsches Kaiserreich for the suggestion)
\ Military wages now also affect the prestige gain from Navy power projection (thanks Tony for the suggestion)
\ When enforced as part of a peace agreement or capitulation during war, the Independence war goal now also automatically also nationalizes overlord-held building levels (thank you BamBam for the suggestion)
\ The 'September Convention' treaty name template now names the treaty dynamically after the month it was signed in instead of it always being September (thank you Martin Anward aka Wiz, for suggesting your own fix I suppose…)
It is now possible for companies to 'privatize' buildings under Command Economy
The Defend against Invasion button now works even if the invasion hasn't started yet. If the front for the invasion hasn't spawned, it will station the formation in the target HQ for the invasion, if the invasion has started and the front exists, it will deploy the formation directly to the front
Generals will now also join defensive invasion battles and not simply send their troops if stationed as a garrison in an HQ
Partial Shopkeeper/Academic-owned companies now pay 25% of their dividends to the workforce in their owned buildings
Partial Bureaucrat-owned companies now pay 25% of their dividends to the government
Reworked how Ideological Incoherence is calculated. You should now generally have an easier time forming single-party governments and governments which disagree on minor issues, and a harder time forming massive governments with strong and conflicting opinions
Reworked the logic for cultural and religious secessions - states with low percentages of the relevant pops will be much less inclined to secede, unless their Obstinance or Turmoil is particularly high
The South American National Identity Journal Entries now trigger a National Awakening for their respective cultures
Adjusted demographics for the Baltic States, Lithuania, and Poland to reflect the historical makeup of their aristocracies
Increased the Activism of the Polish National Movement in Russia whilst the Organic Statute of 1832 is active
Adjusted demographics for Ireland to reflect the historical demography of its Aristocrats, Soldiers and Officers pops
AI
\: Russia annexing Outer Manchuria will no longer trigger the AI to start annexing Chinese states
The AI will now be less inclined to conquer non-homeland or non-claimed states that it does not share a land border or strategic region with
Reduced the AI's base desire to unify Germany and Italy in the early game
The AI will be much more inclined to spend money on economic buildings when it has the Industrialise AI strategy, or during the Gründerzeit
Brought the aggression of the Unify Italy diplomatic strategy into line with the Unify Germany strategy
Added a new Montenegro AI strategy to ensure it keeps its trade centres subsidised
Balance
\ Made colonization speed account for paused colonies (thank you Alxe for the suggestion)
\ Added a lot of Obsessions to various cultures (thanks Tony for the suggestion)
\ Political Movement support from Wealth now scales against the political strength from wealth levels, meaning that the support of a single wealthy individual is much more significant than support from a large number of poor individuals (thank you rskhm | BPM for the suggestion))
\ The 'Force Nationalization' wargoal now requires you to control all your own states instead of requiring you to occupy the enemy capital (thank you to BamBam for the suggestion)
\ GDP owned by your country in other countries now counts towards the reinvestment multiplier, so that a country with a massive investment pool from foreign holdings will not have it artificially boosted further (thank you to Blackpoolgo4it2 for the suggestion)
\ Machinists and Engineers now contribute to the Investment Pool under economic setups where they receive dividends (thank you to CaelReader for the suggestion)
\ Added Grocery taboo to Jewish religion to reflect their dietary restrictions (thanks nullpotato for the suggestion)
\ Added Rye throughput bonus to the Ursus Company (thanks germaniec7 for the suggestion)
\ The Launch Military Incursions decision in the Conquest of the Desert now requires Logistics instead of Civilizing Mission, and adds some infamy when taken (thank you Heinrich IV for the suggestion)
\ Haiti starts with Homesteading now (thank you immeska for the suggestion)
\ Changed the trigger of the United Fruit Company to allow foreign investment to fulfill forming conditions.
\ Removed Rice Farm potentials from Hokkaido (thank you to markus for the suggestion)
\ Increased Wood potentials throughout Sweden, Norway, Canada, and the Northern and Western United States (thank you to markus for the suggestion)
\ Increased Iron potentials for Norrland and Svealand (thank you to markus for the suggestion)
\ Added Vineyard potentials to Tyrol, Bavaria, and Delvidek (thank you to markus for the suggestion)
\ Added Tobacco potentials to Wisconsin, Indiana, New York, Pastaza, and Mosul(thank you to markus for the suggestion)
\ Removed Rye potentials from Oulu, Kola, and Yakutsk, and added Rye potential to Outer Manchuria (thank you to markus for the suggestion)
\ Added Iron and Sulphur potentials to Cyprus (thank you to markus for the suggestion)
\ Added Fruit potentials to Pastaza (thank you to markus for the suggestion)
\ Added Rubber potentials to Antioquia and Cauca (thank you to markus for the suggestion)
\ Added Coffee potential to Goias (thank you to markus for the suggestion)
Austria is no longer able to revoke the Hungarian Twelve Points without pushback by using the Regime Change power bloc interaction
Increased acceptance of primary cultures under Subjecthood to 100. This should fix cases of discrimination events firing for primary cultures under Subjecthood
Peasants now get far fewer loyalists & radicals from Standard of Living changes
The amount of radicals/loyalists gained from Standard of Living increases now starts scaling down after level 15, as each successive SoL level after that represents diminishing returns in actual impact on a pop's perceived quality of life, and it was previously far too easy to turn your entire upper class loyalist
Buildings with foreign owners will now generally pay lower wages (relative to foreign-owned level fraction), as said foreign owners don't really care all that much if their wage dumping creates radicals in other nations
Increased Movement Activism modifier from the Springtime of the Peoples Journal Entry from 25% to 35%, and added a -50% enactment time modifier to both Springtime of the Peoples and Red Summer Journal Entries
Manorialism is now only enabled for Austrian Crown Land or Personal Union-type subjects
Replaced the additional company slot from the canal companies with a free charter. The company slots often proved to be more of a curse than a blessing since when you lost the prosperity bonus, you could end up in a downward spiral. Additionally, the other bonuses they provide are so much more effective than the pre 1.9 competitiveness bonus that we believe they should still be viable with the addition of the charter. As always we'll keep an eye on feedback on this.
Adjusted some of the basic companies' values to bring them a bit more in line with each other. Essentially the top 4 selected companies received some kind of penalties, while the bottom 4 received stronger/additional bonuses.
Serbia now has Homesteading at game start
Buildings are now more stingy with their wages when no minimum wages are set
Made starting Hungarian revolutionaries immune to Memento Mori effects until 1856
Increased starting Italian radicals for Austria
Increased the attraction of Hungarian Aristocrats towards the Intelligentsia Interest Group and Liberal Movement whilst the Hungarian Revolution Journal Entry is active
Reduced the maximum and minimum impacts of Fervour on attraction to various cultural movements
Cultural Minority Movements under Subjecthood are no longer affected by base cultural acceptance. Instead, they are affected by average cultural acceptance of pops of the relevant culture
Pop attraction to National Liberal movements is now affected by pop literacy
Reduced the penalty to Devout attraction from literacy, as they were overly penalized in the late game
Removed the max institution level increase from Secret Police/Guaranteed Liberties and put it behind Central Planning and Mass Surveillance techs instead, so that it isn't so easy to counter movement radicalism early on. The effects of National Guard were slightly reduced as this means National Guard can now be increased to level 5 in the late game
Added additional Activism factors to National Liberal movements
Increased the base attraction of Aristocrats, Clerks, and Academics to cultural minority movements, and reduced the base attraction of Clergymen
Increased base political strength from votes to be more in line with the generally increased wealth levels across the game. Society techs that increase Authority now also increase voting power further
Reduced the impact executives have on interest group political strength, and increased the number of building levels a company must own to get the maximum effect
Removed an outdated supply increase modifier that came into effect when a formation was mobilized. This was invisible to the player, so we replaced it with higher good cost increases on the supply mobilization options. Overall values should remain largely the same
The Age of Metternich Journal Entry now requires 25% revolution progress, or a successful Springtime of the Peoples revolution
Various pro-slavery ideologies will now oppose enacting Colonial Slavery when a more slavery-friendly law is active
Montenegro will need to learn to respect women before enacting advanced economy laws \\\[blocked the enactment of non-Traditionalism or Industry Banned economy laws whilst Women in the Fields is active\\]
The alternate complete condition of The Algerian Departments now requires the Amazigh and Maghrebi cultures to be above 40 average acceptance, and the Sunni religion to be above 15 average acceptance
Building Minimum Wages modifier is now spread over multiple different institutions
Moved max Social Security investment level modifiers from Welfare laws to tech
Moved max Health System investment level modifiers from Health System laws to tech
Reduced Individualist and Market Liberal ideologies' tolerance of the Right to Associate law
Made the various variants of the Liberal ideology approve of National Guard, and disapprove of No Home Affairs
Made the various variants of the Liberal ideology disapprove of Censorship, neutral towards Right of Assembly, and approve of Protected Speech
Moved the "Sorbia is Serbia" achievement to the Hard achievements category
Under Census Voting, pops can now vote from wealth 10 (down from 15)
Under Wealth Voting, pops can now vote from wealth 20 (down from 25)
Changed the arable land threshold for a state to be eligible for mass migration from 20 to 10
Increased the base attraction of Officers and Soldiers to the Absolutist Movement
Reduced the base attraction of Peasants to the Labour Movement
Positivist characters may now support the Liberal Movement
Clergymen are no longer affected by the literacy-related malus towards the Religious Majority and Minority Movements
Increased starting Ottoman gold reserves
Lahej now starts with a Trade Center exporting coffee
The "Legacy of the Commonwealth" attraction modifier for Polish pops to cultural minority movements now only applies to Aristocrats
Countries with Anarchy may no longer enact Extraction Economy
Art
Added DNA to Marshal Radetzky von Radetz, courtesy of Lord R of Morgenröte
Improved the colouring of Serbian military caps
Content
\ Added Yankee homelands to District of Columbia, Maryland, Delaware and West Virginia (thanks DonQuijote for the suggestion)
\ Added a chain of succession for all French dynasties (thanks The Watcher (F.E.) for the suggestion)
\ Changed Savoy and Piedmont's hub and state names to be Italian by default. They will switch to the french version once controlled by France (thanks Il Fop for the suggestion)
Added the People of the Book law, a generic version of the Ottoman Millet System for Muslim countries (because this is too exciting to wait until 1.12 for)
Added anti-overlord lobbies to Serbia and the Danubian Principalities
Changed the Springtime of the Peoples and Divided Monarchists revolution events to be based on whether one's capital is going to join a Revolution
Added pro- and anti-overlord lobbies to Hungary
Added pro- and anti-Hungary lobbies to Transylvania
Changed the non-Sardinia-Piedmont Italian states' Citizenship laws to Subjecthood
Added additional flags for Montenegro, and corrected the starting flag
Added Yemeni Highlands state trait to Yemen
Added some missing German dynamic state names (e.g. Franconia is now called Franken if owned by German speaking population)
Interface
\ Disabled spam of notifications for when someone joins a diplomatic play and they have tons of subjects (thank you Ilya for the suggestion)
\ Added a player countries map mode (thank you Drasp for the suggestion)
\ Fixed the state interface so we show correct goods contribution to gdp % (thank you balticšprott | IEX for the suggestion)
\ You can now see information about foreign GDP ownership in the GDP tooltip (thank you Blackpoolgo4it2 for the suggestion)
\ The pop list movement support display now provides an accurate number and a correct breakdown tooltip (thank you to rskhm | BPM for the suggestion)
\ Laws with/without government support are now sorted in order of highest chance to enact instead of lowest (thank you for the suggestion acranmer10)
Tweaked the investment log tooltip layout for better readability
Added the "Players" map mode to the map mode list in the Diplomacy panel
Added a new National Awakening map marker tooltip to be clearer of what the map marker stands for
Made the religion map mode automagically appear when you click the Religion tab on the Society panel
Added a decimal to the infrastructure from population modifier on the basic Forestry company, so we can see the actual value (0.7) rather than 0
Improved the tooltip for the simultaneous secession Activism factor
Fixed the out of bounds text in the Culture tooltip and made sure no text is allowed to go out of bounds before line breaking
Improved the tooltips for effects of pro- and anti-overlord lobbies on Liberty Desire
Fixed the interface so we show correct icon in theme selector when theme is dynamic
Fixed the Movement Suppressed After Civil War modifier icons being the wrong colours
Modding
Added country_block_government_reform_bool modifier which blocks a country from reforming their government
remove_modifier now looks up the timed modifier for it's multiplier when building descriptions. This means we correctly describe the expedition budgets in the JE's failure/complete state descriptions.
Bugfixes
\ Fixed an issue where various left-wing ideologies would not properly weight Serfdom in political party calculations (thank you CaesarVincens for the suggestion)
\ The Fascist leader ideology now requires Political Agitation instead of Mass Propaganda, to bring it in line with the requirements for the Fascist Movement (thank you CaelReader for the suggestion)
\ Fixed an issue where Moderniser characters could not support Moderniser movements (thank you to CaesarVincens for the suggestion)
\ Juan Silvano Godoi and Rafael Barrett will now correctly spawn for Paraguay (thank you to CaesarVincens for the suggestion)
\ Fixed an issue where releasing Russia or Belarus would give the Devout ideology redundant Moralist ideologies (thank you to CaesarVincens for the suggestion)
\ Fixed an issue where power bloc join calculations used an incorrect scope for assessing identity/principle scores (thank you to CaesarVincens for the suggestion)
\ Corrected Asa Thurston's culture to Yankee (thank you both Dryhad and CaesarVincens)
\ Fixed several issues with subject flags for United Tribes, Tibet, Jamaica, Bretagne, and Brunei (thank you to CaesarVincens for the suggestion)
\ Corrected localisation for the has_commander_order trigger to display the relevant order (thank you to CaesarVincens for the suggestion)
\ Fixed some japanese loc formatting to allow showing data (thanks maruta for the suggestion)
\ Fixed errors in the names of Pakubuwana IX and George Strickland Kingston (thank you to CaesarVincens for the suggestion)
Fixed an Out of Sync from Scripted additional Radicalism for cultural movements
Austrian Upper Silesian Poles have been properly instructed to go back to Austria when they lose their secession war (Fixed so Secession wars keep track of what provinces belonged to who for split states)
Fixed an issue that caused Korean clothing to be overridden by Manchu and Han clothes
Made Armies stationed at an HQ also be able to defend Fronts in the HQ's strategic region and made them visible in all relevant contexts like in the calculation for front advantage
Fixed so we use all primary cultures shared heritage to calculate acceptance on cultures
Pops part of a Secession are now redistributed when state is split back to original owners
Buildings part of a seceding state are now given back to the original owners
Fixed a crash caused by dead pops in political movements
Fixed stuttering that occurred with too many countries existing on the map
Fixed an issue where the Koreanic language trait group was unlocalised
Fixed an issue where country-specific traits for the Petit-Bourgeoisie would be overridden by generic ones
Fixed an issue where momentum set in history would not correctly impact historical elections, resulting in issues such as the Whigs incorrectly being calculated as having won the 1836 elections
Fixed an issue where Serbia would gain Dynastic Loyalty from improved relations with the Ottomans, rather than the reverse
Fixed improve/damage relations description being broken when the progress is exactly 0% due to opposing actions
Gave the Labour Movement a stance on Labour Associations
Fixed a bug that blocked acquiring the "David Slays Goliath" achievement as a Yugoslavia formed from Montenegro
The "Prussia of the Balkans" achievement now accounts for the North German Confederation
The Dual Monarchy will no longer annex a player Croatia upon formation
Changed French movement stances to match those of their corresponding character ideologies
Fixed an issue where the Positivist Movement would appear too early in the game, possibly causing a no-win scenario during the Springtime of the Peoples
Fixed a bug in cross-country secessions where secondary targets of the uprising would get a 'Crush Secession' wargoal targeting the wrong country
When 'inheriting' radicals from conquered states, this is now correctly shown as the reason for those radicals being added to your total amount
Removed top hat from Dordije Petrović-Njegos
The has_potential_resource and num_potential_resources triggers now work correctly for buildings that use arable land. This should fix some issues the AI had with establishing agricultural companies which use these trigger for their construction targets.
Fixed and removed a jarring jumping around of the State Trait map markers in the Production map mode when you hover any Market
Removed doubled Activism modifier from Springtime of the Peoples on Cultural Minority movements
Fixed an issue where the Megali Idea Journal Entry could disappear before a completion criteria was selected
The Reunify China Journal Entry will no longer appear for non-Chinese countries
Fixed an issue where the Liberal Movement had incorrect stances on land reform
Fixed a typo in a loc reference that resulted in company_category_bureaucrat_owned not showing its correct text
Fixed an issue that interfered with the calculation of liberty desire from pro- and anti-overlord lobbies
Alaska can no longer be sold more than once
Fixed a bug on pop details panel showing two religion icons
Removed one of the duplicated goods icons in the Pop Need fancy tooltip
Owning all of Upper Silesia is no longer a requirement to form Czechoslovakia
Corrected the country flavour text for Ogaden, Anuak, Borana, Omo, Hadiya, Wolaita, Qwara
Fixed Hadiya's market using a placeholder
Lobbies can no longer request diplomatic plays against revolutionary or secessionist countries
Fixed an issue where the Great Eastern Crisis journal entry was visible to those who did not own National Awakening
Fixed an issue that could cause subjects of the United Principalities to receive Bessarabia, rather than the United Principalities themselves
Fixed Missing localization for RULER_TITLE_PREMIER
Fixed an issue that could result in Orleanist monarchs for France not having the correct ideology (Voice of the People)
Fixed an issue where "The Feminine Order of \\\[State\\]" would incorrectly evaluate its trigger
Fixed an issue where some battles would have just a loc key as their name
Fixed a typo in defines which affected USE_NATIONALIZED_ECONOMY_OF_SCALE_PENALTY
Fixed an issue where certain ideologies referred to non-existent laws in their IG leader chances
Fixed a bug that could occasionally cause Maximilian von Habsburg to replace Franz Josef
Previous Patchnotes
Good Morning Victorians.
We just released Hotfix 1.10.2, this is to mainly address the bug with fleets getting stuck and one other issue of Mustering Recruits as the Balkan League.
As a reminder, in 1.10.1 we introduced a temporary fix for Silesia being annexed by Prussia during a Polish Uprising, but are looking at a more robust solution for next week.
Check out the full patchnotes below! Checksum is `750b`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with fixed issues!
The following changes have been made to the game compared to 1.10.1:
Bugfixes
Fixed fleet getting stuck in combat perpetually after war ending abruptly
Fixed fleet getting stuck in combat perpetually after ending an invasion manually
Fixed an issue where a movement disbanding would remove the "Movement Suppressed After Civil War" modifier, allowing it to reform and immediately revolt again
Fixed an issue where the "Muster Conscripts" button for the Balkan League could have its modifier excessively multiplied
*Please note: If the fleet was already blocked before the hotfix it won’t be fixed by this hotfix, but it should prevent new fleets from getting stuck.
Previous Patchnotes
Salutations Victorians!
Hotfix 1.10.1 is now live! A small hotfix today aimed at tackling some issues with out of syncs, Montenegrin raiding and a few more! We also have a temporary fix for Silesia being annexed by Prussia during a Polish Uprising, but will look at a more robust solution for next week.
Check out the full patchnotes below! Checksum is `3093`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with fixed issues! In the Known Issues post we mention this issue “Fleets can get stuck permanently if they participate in a battle the moment a war/invasion ends”, we are aware of it and actively working on it.
The following changes have been made to the game compared to 1.10.0:
AI
The Montenegro AI will now be much smarter about whether to increase or decrease raiding
AI should no longer be allowed to move all ships out of a fleet and keep the admirals there
Balance
Increased Acceptance from being a Primary Culture under Subjecthood, and decreased acceptance from tradition traits
Increased the chance of the "Pursue the Title of Eastern Rome" event firing for Greece during the Megali Idea Journal Entry
Bugfixes
Asked the Silesian Poles if they could hold off with protesting against the government until next week \[implemented a temporary fix for a bug where Prussia would annex all of Austrian Silesia following a Polish uprising]
Players can no longer modify other players military formation
Fixed an issue where the Matter of Hungary acceptance condition could not tick under any circumstances
Fixed an issue where Hungarian uprisings in foreign countries could cause the "Crisis on the Danube" event
Fixed hotjoin Out of Sync caused by dead political movements keeping reference to pops
Fixed a hotjoin Out of Sync caused by construction queued buildings that were just finished as player hotjoined
Fixed an issue where Montenegrin Raiding would not be removed from states under some circumstances
The Central Europe tag can no longer get the Case for Yugoslavia Journal Entry
Fixed an issue where some characters couldn't be granted leadership under Multiculturalism
Fixed an issue where Constitutional Pressure gain/loss from wargoals was reversed
Previous Patchnotes
Current Release
23451701
Uploaded Jun 10, 2026
Additional Files
DLCs (Legit Owners)
1 file · For legitimate game owners
System Requirements
How to Install
dowser.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
12.7 GB
23451701
C66B0021
e743f939cf89ae80f3dc017df593674712973d2eeb31b4d680d0e2530338b99d
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