In this update10
Full notes
Full Victoria 3 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Compatibility
- Fixes
- Gameplay
- Server
Victoria 3 changes
Happy Thursday Victorians!
This is a larger hotfix for 1.13, containing a wide range of fixes with close to 200 separate issues fixed, improved or balanced. Including; Reducing output of Fruit Plantations by a bit, especially using slaves (though we will keep an eye on the balance for this), Updated supply information on the army panel to better showcase when there is a supply or goods shortage and stopped the AI from overflowing transport capacity during naval invasions. There are many more fixes below, so please make sure to check out the full patchnotes!
This was our last planned hotfix for 1.13, but there were some localizations that were unable to make it into the patch in time - due to the large amount of text changed. So, for some areas there is currently only English available. We plan to add in the complete localization into a new hotfix, 1.13.10, after our summer break, when it returns to us from our translators.
As always, we will keep an eye out for other critical issues which we need to address before 1.14 comes out.
As mentioned in Dev Diary 184, the AI Update (1.14), will have more information about it in Dev Diaries before it releases and is targeted for late August/early September with a possibility for an Open Beta for the AI Update if we can make our schedules work with it.
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.
1.13.9’s checksum is `b2e3` and you can check out the full patch notes below.
The following changes have been made to the game compared to 1.13.8:
Features
Added search bars in various places, including the Tech tree. It can be used to look for a specific unlock, for example if you want to find all technologies that provide a bonus to MAPI.
Added fleet action to return a fleet to nearest friendly port for repairs, they will resume mission when they finish repairs
Made it so Diplomatic Plays can be started over strait related war goals, rather than just having the option to add those to an existing Diplomatic Play
Improvements
All movement types will now have substantially reduced Activism following their defeat in a Civil War. Movement defeat status is stored per identity, and persists through movements being disbanded and refounded.
Reworked Command Limit so that regulars or raised conscripts, whichever is higher, is compared against command limit rather than being added together. This removes the need to mass-promote commanders when you raise conscripts.
Most instances of flat negative Authority and Bureaucracy modifiers, such as Political Concessions, are now treated as Authority or Bureaucracy costs
Fronts now track which (if any) side has made gains in the last few months, and displays this in the Front panel
Involvement level in a country's capital region now impacts leverage generation as follows: -50% at no interest, -25% at Observant, +25% at Pervasive and +50% at Hegemonic
Added unique localisation to the Shogunate Regency, with "Shōgun Kōken-Shoku" as a title for the Regent
Trade Centers now gain Trade Advantage from Prestige Good input (ie, Prestige Merchant Marine), up to 25% at 100% prestige input
AI
Fixed a bug where the AI would calculate the predicted construction sectors in their construction queue with the full cost of their input goods, leading to spontaneous and overzealous budgetary cuts in other spending areas
Fixed an issue where the AI would queue more barracks than it actually wanted due to not correctly counting barracks already in the queue
Countries will no longer break treaties that were signed before game start until their binding period ends
Fixed another bug which was causing the AI to generate duplicate ship templates
The AI now has reduced peace acceptance for the first year of a war, and then starts to accumulate white peace acceptance, instead of getting white peace acceptance from the very start
The AI now considers war goals that are located on fronts where it is decisively advancing to be achievable, making them less interested in a peace which does not involve ceding that war goal
Fixed a bug where the AI could disband its entire army because it was trying to get rid of unwanted marines that didn't exist
Fixed a bug where AIs with Economic Imperialism would not try to open up non Japanese isolated markets due to incorrect script checks
Fixed the AI underinvesting in innovation in .7
Portuguese AI will be more likely to invest in Railways for as long as Regeneration: Public Works is active
The AI is now much more eager to construct canals
Balance
Reduced output of Fruit Plantations by a fair bit, especially using slaves. We will keep an eye on the situation to see if we need to tweak this more.
Law Enactment Time modifiers have been reworked into Law Enactment Speed modifiers to make it more difficult to stack them for instant or almost instant law enactment. A minimum of 10% speed has also been set so that it's not possible to negatively stack speed modifiers to 0% or below.
The impact of Prominence and Movement Pressure is now additive rather than multiplicative on the ideology selection weight. This means that both will have a more consistent impact that neither overpowers all other factors nor simply becomes noise.
Ship critical hits have been reworked. They now ignore 100% of the enemy target's armor. Reduced critical damage increases across the board in compensation.
Adjusted technology requirements for Military Aviation and Seaplane Tenders to make them usable when built. The previous tech tree layout could lead to you developing them, while not being able to have airplanes in your market yet.
Reduced some of the modifiers that rebellions get based off of their popular support
War Goals that are considered contested if you control the enemy capital are now generally also considered contested if you control 50% of the enemy's incorporated states
States which are at least 50% occupied are now considered occupied for the purposes of war goal control, rather than requiring full occupation.
Added a check to breaking Ship Transfer treaties to ensure only ship receiving countries could get a penalty from breaking it early
Supremacists movements will now gain up to 25% activism after researching "Nationalism" scaled by the number of primary culture homelands that are not owned by a nation of the same primary culture
Readjusted Ship Gun Modules to be in roughly 25% bounds of each other relative to the base module, previously this was closer to 50%
Increased the construction time and cost of capital ships, particularly the Dreadnought family significantly - up to two times as much on the highest end
The Arc Welding and Concrete Dockyards technologies now grant a bonus to Capital Ships Max Construction Progress, meaning unlocking these techs will increase the speed at which capital ships are constructed
Passive Electoral Confidence maluses will no longer apply below 25% Electoral Confidence
Rio de la Plata no longer requires Patagonia to be formed
Reduced activism gain from most sources for the Utilitarian Movement
Provided School Supplies amendment now gives a small increase to dependent wages to simulate lower expenses for children
Civil wars now split ships with construction points in mind to try and avoid them sinking
Swapped the first and second level effects of the Construction Power Bloc principles
Increased all 1 or 2-level Coal, Iron, Sulphur, or Lead potentials to 3 levels
Art
Added new visual effects for the Port Bombardment interaction (Requires The Great Wave)
Content
Gave Italian minors the Banking technology from the start
Adjusted the Supply Network tutorial mission conditions to ensure it requires the player doing something to fix it
The Companhia de Moçambique now has Millet Farms as a base building, rather than Wheat Farms
Added dynamic hispanophone state and hub names for Puerto Rico
Fixed and improved a few tooltips by clarifying the presented data and fixing typos
John Stuart Mill is now always present in British India at game start
Renamed Land Logistics Centers to Army Logistics Centers
Interface
Updated Ship Veterancy Tooltip to also show whether experience is gained or lost, as well as the weekly increase or decrease
Updated supply information on the army panel to better showcase when there is a supply or goods shortage
Supplies now show whether they are being sent from supply ships or via land route
Added Supply to Logistic Centre outputs and made it easier to spot a shortage due to input goods shortage
Multipliers are now accounted for in army supply breakdown
Added icons for goods shortage to the army panel and the supply tooltip
Added a building widget to the Fleet buildings tab
The wargoal tooltip now shows much more clearly that a wargoal costs no maneuvers because it is the first wargoal
Added more in-depth breakdowns of all Formation stats, especially connecting Commander Traits & Orders directly to the affected stats' tooltips
Added right-click station formation in state back
Added a tooltip for when you cannot decommission ships
Changed supply text to show actual and maximum stockpile, rather than percentage
Naval missions now show supply raiding/protection and port bombardment details directly in the fleet panel and tooltips
The state devastation tooltip now reflects ongoing port bombardment and breaks the daily change down into recovery and bombardment
The tooltip for forming a Power Bloc now shows a breakdown of requirements
Added a repair icon to mission map markers and adjusted their visibility to highlight whenever a mission is paused due to the fleet being docked for repairs
Army Battalions and Conscripts counts are now displayed separately against the Command Limit, making it clear the limit applies to whichever is higher rather than the two combined
Added proper tooltips and explanations to Company Categories
When filtering for companies by building type, the filter now also accounts for building types granted by company charters
When filtering for companies by building type, the selected building type is now also highlighted in the company panel
Updated Company Filters Button Order and adjusted descriptive texts
Made it so we no longer show formations that are currently not mobilized in the naval invasion panel
Added additional info to shipping lane efficiency and its tooltip, showing the current trend and reasons for reduced efficiency
The precise interest tier required to colonize is now explained in the map tooltip
Strategic Region Map Mode Tooltips now correctly generate at the mouse hover point
Make it so when a magnate has 0 holdings we do not show the holdings
Added Ship Modifications to Ship Panel and Ship Tooltip
Hid the national cast button for foreign nations, it would open your own national cast before
Added a new alert for Merchant Marine shortage which also explains impact on shipping lanes
The number of idle generals and admirals is now visible on the assign leader panel
Recruit general / admiral button now correctly disables when above the idle limit
The Location Finder now has non-English characters searchable by corresponding basic ISO characters, so you can e.g. find Göteborg by typing Goteborg
Naval Fortification buttons are now clickable and open the building detail panel
Added sorting by assigned ships to the country supply ships tooltip
Put strategic region involvement due to Power Bloc members into a paged sub-tooltip as that list can get quite large
Added a go-to button with the name and logo of the company at the bottom of the character panel for executives
Added clearer indication if a tooltip is locked and what button to press if you use Action Lock
Flagged the colonial administrator change notifications as ruler group so they get correctly caught by the according notification settings
Cost of market goods is now calculated in the breakdown of the cost of war
Added custom icons to the Hidden Domain Journal Entry progress bar
Building panel and tooltips now display if the building is the holding of a magnate
Updated Bankruptcy button and added progress bar
Added a missing icon reference for the Disgraced Technocrat modifier
Remove extra line breaks in law endorsement tooltips
Performance
Reduced memory usage by around 7-10% and total allocations by 15%
Various improvements to overall tickspeed
Modding
Added a new character role type "other" that groups special characters together in the outliner
Added capacity cost modifiers for authority, bureaucracy and influence
Added support for excluding specific states from being targeted in unification plays via a should_target_state_in_unification_play trigger in country formations
Added new effect set_movement_defeated
Added on action for when a commander is promoted
Added new triggers days_since_movement_defeated and days_since_movement_type_defeated
Bugfixes
Fixed a bug where fleets whose supply ships were under attack would be considered 'in battle', preventing them from functioning normally
Fixed a bug where sometime diplomatic actions (such as improve relations) that were not available would always be hidden instead of showing why they were not available (for example due to lacking mutual interests)
Fixed piracy causing country relations to reset on save load
Combat units now add supplies to their formation when mobilized based on availability from the logistics center. This fixes an issue where the supply ratio would drop dramatically for armies with large amounts of conscripts.
Fixed a bug where you could decommission ships carrying formations, this would silently kill them
Fixed a bug where supply lines would break due to straits blocking the passage, now it will try alternative routes
Fixed slaves being freed when fired from their jobs
Fixed a bug where 'make this work' could sometimes add mutually incompatible articles, such as Alliance and Guarantee Independence
Prevented the AI from overflowing transport capacity during naval invasions
Fixed where an event for loaning an army leader in exchange of an obligation would end up swapping the leaders without setting correct country causing broken fronts
Switching from Social Monarchy to Monarchy will no longer end regencies
Spain can no longer declare wars whilst fighting the Carlist War
The Change Language of Administration and Spread Primary Culture interactions now covert pops to the actor country's most populous primary culture, rather than its least
West Virginia will no longer join the Confederate States of America in the American Civil War
Fixed issue where trade advantage in a local market could go haywire when privateering
Fixed a bug where AI could use threaten naval hostilities when it should not be possible
Fixed a bug where market goods sell orders from piracy would stack infinitely in states without trade centers
Farmers should no longer be politically motivated twice by having a variant of peasant proprietorship active. They now get higher values by having either proprietorship or homesteading active.
Fixed several events that could lead to a notification showing a new leader spawning with a null ideology. Affected events are as follows: "Freedom Without Distinction", "Mutual Aid", "A [Culture] Voice", "The Vanguard Advances", "From the Ground Up", "For Whom the Bell Tolls", "Joining Our Cause", "Open Succession", "The Blazing Chowki", "Tribal Gesture", "Nothing Ends", "Into Oblivion", "Condemnations of the Children", "The Wedge in the Academia", "A Revolutionary for Our Time", "The Interpretation of Dreams", "Indisposed", "The Yellow International", "The Weapon of the Enemy", "[Culture] Leadership", and "Society of the Godless".
Fixed an issue in the calculation of port connection distances
Fixed an issue where naval invasions targeting non-negotiating participants could be blocked
Fixed an Out of Sync that could happen when playing cross-platform multiplayer
Independence war goal is now controlled if the capital of the opposing country comes under control
Fixed bug where a war being inherited (like after civil war) could cause hostilities to not be set correctly preventing naval invasions
Law enactment speed now correctly reduces enactment time
Frosts, Ice, Tropical Storms, and Heatwaves are now properly limited to their applicable geographic regions
Fixed some cases in which France or Hungary could not have their pre-Springtime voting, free speech, and internal security laws reverted by a reactionary victory in Red Summer
Fixed restriction for naval invasion defenders to the invaded and neighboring states
Fixed a bug where you could not get an investment rights treaty with a country of equal rank in your power bloc when Foreign Investment III principle is active
Fixed a bug where the invasion panel would display a NULL_OBJ
Fixed an issue in the Manifest Destiny trigger for the USA
Fixed an issue where Spain could never panicked-retreat from battle
Fixed articles being added to a treaty as a part of a renegotiation not actually being applied when coming into force
Fixed issue where rehoming an overseas army would not actually change home HQ
Unincorporated state effects should now list all effects they have as intended. Previously some of their effects were tucked away in other categories, meaning they would only show in that wrong place.
Fixed a bug where Power Projection check for naval invasions did not respect fleet transport capacity
Fixed a bug where abandon piracy treaty would not cancel active piracy missions
Fixed a bug where the player could embark multiple marine formations surpassing the marine fleet capacity if done at once
Fixed a bug where merging fleets would give only the supplies of 1 fleet instead of merging the supplies too
Fixed pure conscript armies being unable to re-station when there's a land connection
Make this work' now works properly when renegotiating proposed treaties
Fixed a bug where Treaty Ports ceded during war would not end up in the correct market
Fixed issue where it would show N/A travel time when planning naval invasions
Treaty Port treaties with China will no longer automatically break when the Heavenly Kingdom appears, only if they actually win
Fixed an issue in Moroccan scripted succession, in which Muhammad V could not spawn due to a typo
Fixed trigger descriptions for political_strength_share and wealth_share to show correct information
Fixed a display issue in the state requirements for the Tashkent Railway company
The Nederlandsche Handel-Maatschappij now has Coffee Plantations available by default, with Tobacco Plantations available as an additional industry
Fixed some cases where wargoals in the Mutiny! event for the East India Company could invalidate
Fixed a bug where commander career was considered to have started when they were spawned into the recruitment pool rather than when they were actually recruited
Ship List Modifications now show the actual ship modifications, not those of the template
Fixed AI using invalid fleets when evaluating what missions it can do
Fixed AI evaluating ship transfer treaty with countries without a port
Fixed an issue where loitering formations could not merge
Fixed issue where it could appear as if foreign company was investing in their own land in your investor intents if you had treaty to let you invest in said company land
Fixed bug where you could not privateer someone because you weren't at war with both importer and exporter
Fixed a bug where a revolution would have a null_state in it preventing it from triggering a war
Fixed a bug where revolutionary Interest Groups would become marginalized if a secession broke out
Fixed a bug where Interest Groups could get stuck in a party they no longer wanted to be part of, resulting in high ideological incoherence
Fixed a bug where parties that disband and reform would keep stale voting data from old elections, resulting in a sudden drop of legitimacy when they reformed
Fixed a bug where IGs who want to leave parties outside of the election cycle would leave instantly instead of waiting for the next election
Cancelling a naval invasion before the army has embarked onto the fleet will now no longer teleport the army to the fleet
Marines transferred between ships will no longer perform minor miracles (walking on water, the occasional teleportation).
Fix general swap not working between two armies
The Legitimist Movement will no longer fail to recognise late-game Carlist claimants to the French throne as legitimate
Removed randomly appearing and flickering thin vertical line on Army map markers
Fixed the 'everyone disliked that' achievement to correctly only fire when a single promotion annoys every other interest group
Fix issue where slave pops would immediately become employed on the first tick and break some history scripts
Fixed several issues where unintended countries could get national unification content if given additional cultures through the Spread Primary Culture interaction
Stop split armies from merging back while waiting to be transported
Fixed a bug where the map context of the country panel would not switch when clicking around unless the diplomacy tab was open
Fixed inheritable construction not working for civil wars
Removed Arms Industries as a requirement for Rheinmetall
Countries that cannot form the Japanese Zaibatsu will no longer see them in the Attainable/Potential Companies list
Fixed the Chieftain of Ngāti Toa's home state being displayed as a null scope
The Fundição Ipanema company for Brazil no longer requires iron mines in São Paulo
Various pieces of narrative content that activate Republic laws will now activate Stamp Out Monarchism
Fixed incorrect Utility Modification Icons being shown in panels and tooltips
Fixed an issue where the Merge Formations button did not show the condition message
Enacting isolationism will now update the average trading distance accordingly
Fully assimilated cultures no longer remain in the culture list
Fixed a bug where commanders marked busy were sometimes not unassigned from their formation
Fixed a bug where canal straits were created during construction instead of after completion
Fixed a null scope in "The Entrenched Front"
Fixed several issues where unraised conscripts were counted as mobilized
Added factoring in dividends when calculating wage rate
Pinning the Emperor (of Japan) character will now correctly display it on the outliner
Fixed a bug where the Unification play for Federation of the Andes could be started with no war goals due to only targeting countries which did not have valid states
Fixed some ship modifiers not showing when hovering ship utility modifications
Fixed a bug where null_obj could appear in the construction queue if you had foreign investments in a split state that got annexed
Fixed an issue with merchant marine costs being truncated
Fixed an overflow in Ulta's colour code
Fixed an issue where "Doctrine of Lapse Invoked" could have no description
Fixed a loc issue related to the Strait of Gibraltar in the Spanish Africa content
Previous Patchnotes
1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6 | 1.13.7 | 1.13.8
Source
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