Victoria 3 | Open Beta Update 2 / 1.5.3 - Updated 12/10/2023
Welcome Victorians, to the next update to the Open Beta! Featuring changes, improvements and new features highlighted in Dev Diary 97!
Alongside this, we have also updated the known issues post - please make sure to read it before reporting bugs or submitting feedback. Finally, remember to join our Discord server to submit feedback!
Key Features include from Dev Diary 97:
Multiple Battles!
Naval Battles are re-enabled!
Conscription is re-enabled!
Unit Experience and upgrading of units.
Retreat and Pursuit during battles!
Re-home formations!
Food, Pollution and Population Growth changes!
UI/UX updates.
Narrative content additions and changes, including to colonial administrations, dynamic countries, more formables/unifications (including the winners of the community poll).
Interest Group tweaks!
Military Graphics!
Finally some Performance improvements through Job Satisfaction for example.
You can take part in the Open Beta by:
Right clicking Victoria 3 in Steam and selecting Properties.
Then Selecting Betas from the left side tabs
Finally clicking the right side drop down box and clicking 1.5-beta - 1.5 Open Beta
Victoria 3 Sale live from October 9th to October 13th!
Hello Victorians!
Victoria 3 is now on sale from today until the 13th of October! So, grab your conductors hat and whistle your way along the Victorian era!
(The expansion pass will also be affected due to it dynamically changing with price/items owned)
Victoria 3 | Victoria 2 Remastered Soundtrack now free to all!
Good Day Victorians!
The Remastered Victoria 2 soundtrack, previously a pre-order bonus for Victoria 3 at release, has now been given away to all owners of the game for free!
You can access the soundtrack both in-game via the music player or through the files: \Steam\steamapps\common\Victoria 3\game\dlc\dlc001_preorder\Victoria 2 Remastered Soundtrack
Dev Diary #97 - Open Beta 1.5 Update 2
Today's Dev Diary will be looking at the changes and improvements coming in the second update to the 1.5 Open Beta!
Due to the sheer size of this Dev Diary we couldn't post it here natively! Please visit our forums to read and see all the improvements coming to Open Beta 1.5 here: https://pdxint.at/3F7EqUl
Dev Diary #96 - Open Beta 1.5 Update 1
Happy Thursday! It's time for an update on how things are moving along with the 1.5 Open Beta. Today we will take a look at a few major improvements we've made since last time, both to the new military-related mechanics but also a number of other aspects of the game.
As a reminder, adapted from dev diary #93: Update 1 will tentatively launch early next week. By this time the new features should feel a lot more mature, with bugs and missing information / graphics filled in, additional mechanical details closing exploits and providing new optimization challenges, and in general more bells and whistles available to you. While beta testing this update, in addition to feedbacking on what tweaks would make for more fun gameplay, focus especially on balance and UX improvements.
We don't expect 1.5 to go live until sometime in November, so keep that in mind when assessing and feedbacking. We have planned two more 3-week sprints after this update for making additional improvements, fixing bugs and balance issues, and hooking up all the additional graphics our Artisans team is hard at work at.
With that out of the way, let's get into the changes!
Due to just how large this Dev Dairy is we are unable to share it on steam, please follow the link to our forums to read it in it's entirety!
We have released a hotfix for 1.4.2 today which includes a few fixes and changes to the game. Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!
Fixes include:
Time of day (unrelated to Day/Night cycle) is now visible in the top-right timekeeper widget again, with icons instead of numbers
AI is now even less inclined to overuse Anchorages in Ports
Import/export buttons are now available when observing goods in other markets
Taino Statue mystic smoke is now less frequent (but equally mysterious)
Fixed a crash related to Windows error 0xc0000409
Fixed an Out of Sync in Additional Income calculations
"SETTING_TEXTURE_STREAMING_TOOLTIP" is now properly localized also in non-English languages
If you haven't already, I would urge you to go back and read Dev Diaries #92 and #93 as well as this one, since they cover the Companies and Military Improvements in more detail than we do in the changelog here. If you elect to participate in the Open Beta it is especially important you read the first part of #93 since it goes deeper into what to expect from each beta release.
There are also a number of known issues with the initial release, some of them which might heavily impact your game, which you should be aware of. I will echo it here for your convenience, but remember to always consult the living document since that will reflect the most major issues of the Open Beta build as we find more of them.
Dear Victorians!
It is time for some feedback for our Open Beta. But before we would like to introduce some known issues in our 1.5 Open Beta.
If you encounter any issues in 1.5 Open Beta not listed below, please report it!
First some notes about hurdles and exploits you might encounter during warfare:
Commander Orders are undergoing a bit of a rework, since they will now represent the behavior of individual commanders (what they're doing) while the location (where they're doing it) is determined by their formation. This has a few implications that may not be apparent at the moment:
The "Stand By" Order does nothing and will be removed in future beta builds, there is never any reason to assign this currently
Formations will not advance unless at least one General has the Advance order. If you notice a formation you've sent to the front not advancing and creating battles, make sure the Generals you want leading the attack actually have the Advance order set. This can be done either from the Character panel or the Formation panel.
All Naval Orders are currently useless, they will be reworked in future beta builds
Naval Invasions currently have a very unintuitive UX flow and are very easy to exploit. Both will be improved in future beta builds. In 1.5.0, follow these steps to issue a Naval Invasion:
From the Military lens -> Navy tab, click Plan Naval Invasion
Select the state you want to invade
In the popup, select a fleet and a demobilized army
Ignore the static pink text as these are placeholders for information that will be added in future beta builds
Confirm the naval invasion
The fleet will now travel to the sea node off the coast of the target state
Meanwhile, the army will start mobilizing
Once the fleet has arrived and the army has mobilized, a landing battle will ensue; it is likely, in the current build, that there is no resistance and the battle will be immediately won, with the state conquered and a front created
The invasion is now won and the army will be assigned to the front. Remember to ensure at least one General in the army has an Advance order if you want to advance the front.
There are lots of improvements to Orders and Naval Invasions planned that will appear in Open Beta 1.5 update 1 and 2. The current version of the mechanics are geared towards giving you enough functionality to allow you to pursue and conclude wars.
Additional issues to be aware of include:
Morale Loss does not work correctly in battles, making them take an excessively long time to conclude.
Visible issue in the Military tab there are two ‘Artillery’ sections’.
It is possible to change names of Formations that do not belong to the player.
Hovering the ‘Garrisoned’ in the Formation window displays the concept for ‘Mobilize Army’.
In some cases flags in the ‘Load Game’ menu will be swapped causing inaccuracy.
Creating an Army in an ‘HQ’ does not close the map interaction for Army creation, which may give an impression that no army is created
Outdated Important Action for Admirals with no Flotillas in Current Situations.
We are aware about the untranslated main menu text, basic information in the main menu is available in English only.
The Naval Invasion Planner Interface contains a lot of (pink) placeholder text. The functionality that is described in this temporary text , e.g. calculations about travel time and efficiency are inaccurate.
When splitting a Fleet in transit during a Naval invasion, the split fleet continues on the same path as the original Naval Invasion.
There is some clipping in the Formation panel.
In the right-click menu of formations - the Station command is available within formations/fleet menus, but it's grayed out in the right-click menu.
You also might notice that we have unlocalized tooltips in Naval Invasions and in Military Unit Type instances.
Observing greater wars and clicking on Sea Nodes might decrease the performance of the game.
Multiplayer session is currently very unstable and we advise not to play it due to some issues:
MacOS hosting in multiplayer sessions leads to out of syncs.
High chance to get an Out of Sync shortly after starting a new game in multiplayer.
Changelog Open Beta 1.5.0
The full list of changes follow below. Note that due to several heavily reworked mechanics, the following list of changes do not always include things like interface changes made to accommodate those new mechanics.
Features
Military Formations can now be created, which will contain up to 4 commanders and any number of units. Military Formations determine the location of your military forces, while commander Orders continue to determine their behavior in that location.
Companies: Each country now has a number of company slots which increases from technology and laws. A company has a number of associated building types, and improves the throughput and construction speed of those building types in its country. If a company's buildings have high productivity compared to the global average, the company will gain Prosperity over time and unlock a special bonus modifier. There are a number of basic companies that are available to all countries which can construct their associated building types. Companies unique to countries with particular circumstances, such as culture and geographic boundaries, will be added in future beta updates.
The degree to which the Market can influence the price on goods in a State is now capped by the Market Access Price Impact modifier. This means that local production and consumption will now always matter when determining the price of a good in a state, creating the opportunity for local synergies and supply chains.
It is now possible for a participant in a diplomatic play to offer support to either side in exchange for a desired sway ('reverse-swaying')
The "Start Diplomatic Play" interaction has been changed into "Make Diplomatic Demand". This allows one country to demand a single war goal from another, which if rejected will start a diplomatic play for that wargoal. It is possible to bypass the demand phase and start a diplomatic play right away (useful if you want to make multiple demands for example).
Mobilization Options let you configure how much extra goods you want your armies to consume when mobilized, with trade-offs to the efficacy of the army. At the moment these can only be toggled on/off while the army is demobilized, in future updates this will also be possible while mobilized at a penalty. Note that the UI is very basic and will get a facelift. At the moment, mobilization options not yet invented are not visible and there are not yet any indications what techs will unlock which options.
Occupation is now gained or removed in a state (instead of provinces) as a result of successful battles. The frontline will not move until the whole state has been occupied.
Added the Call Ally sway which can be used to sway an ally (Alliance if initiator, Alliance or Defensive Pact if target) to your side in a diplomatic play. This sway offers no additional acceptance score but also doesn't promise anything to the ally.
Combat Units can now be one of multiple types, which belong to a group (e.g. Infantry, Artillery, Cavalry; Light Ships, Capital Ships, Support Vessels)
Services, Electricity and Transportation are now local goods whose prices are fully set based on local production and consumption and whose market price plays no role at all
It is now possible to decline a sway offer that is calling in an obligation, though doing so will repudiate the obligation with all associated penalties
Added the Become Subject sway which allows you to offer to become the Subject of a country (and consequently offer a country to become your Subject) in exchange for Diplomatic Play support
Added the Transfer Subject sway which allows you to transfer one of your Subjects (and consequently offer a country to transfer their Subject to you) in exchange for Diplomatic Play support
Added the Transfer State sway which allows you to transfer one of your State (and consequently offer a country to transfer their state to you) in exchange for Diplomatic Play support
Added the Diplomatic Pact sway which allows you to offer certain Diplomatic Pacts such as Trade Agreements, Customs Unions and Bankrolling to a country in exchange for Diplomatic Play support, with a forced duration of 5 years if accepted. Bankroll pacts resulting from this do not generate any Obligations while their forced duration is in effect.
Battles are now detached from Fronts. They don't necessarily happen in the front line anymore; they will not be destroyed when the Front gets destroyed. Also, if a Front gets destroyed by being merged into another, all of their battles (active and ended) are transferred to the other front.
Unique approval-activated traits for Interest Groups in several countries
The player can now force a subject country to start enactment of a different law than their current one from the subject's country panel (early functionality, to be improved later)
Armies can be demobilized during wars, leading to them returning to the closest HQ and gradually reducing their mobilization consumption over 4 months
The player can rename each individual formation
Improvements
Instead of having a Front being defined by an adjacent pair of enemy theaters, now each Front side has its own set of theaters. On each side, each theater must be adjacent to at least one enemy theater, and if there are other theaters on the same side, each theater on that side has to be adjacent to an allied theater as well.
You can transfer commanders and units between formations of the same type, which will create a temporary formation that travels to automatically rendezvous with the target if they are not already in the same location
Added new Experimental Trains PM to railways and rebalanced existing PMs.
Added new Vineyards building
Split up Shipyards into two separate buildings that produce either civilian or military ship types
Adding a war goal against a neutral enemy subject to a play now also forces the targeted subject to become part of the enemy side in the play so the war goal can be properly contested
Station at HQ map interaction for Army and Fleet formations added
Added new building Explosives Factory that produces Explosives
Removed Explosives from Chemical Plants
Livestock Ranches now produce Meat and Fertilizer as a base Production Method, Fabric is now a secondary Production Method
It is now possible to start Liberate Country Diplomatic Plays, with the country to be liberated being picked from a selection list in the confirmation popup
Radical pops are now more drawn to opposition interest groups, and Loyalist pops are more drawn to government interest groups.
Petitions can now only be made for laws that are potentially able to be supported by a political movement
Streetlights now produce a small amount of infrastructure when enabled
Meat Packaging (formerly Vacuum Canning) now consumes meat and fish instead of just fish
Traditionalism now gives -15% State Market Access Price Impact
Stock Exchange now gives 10% State Market Access Price Impact
German/Italian unification candidate now inherit the incorporation status of any countries they annex as part of the unification event chains (but not the wargoal)
Increased the number of states required to form Germany to 23, which means Prussia needs to either take a state from France or Austria in addition to the various minor countries
Illegitimate governments may now only enact laws that have support from a Political Movement rather than being blocked from enactment altogether
Removed diplomatic actions to become/demand subject and ask for independence (these are now done through diplomatic demands instead)
Ranching is now a fully separate building group from Agriculture, just like Plantations
Revised modifiers & state traits that affect agriculture throughput to also affect ranching and plantations where appropriate
Number of maximum commanders per country is now removed, in favor of a limitation of max 4 per Formation
Removed Vineyards Production Method from Wheat and Maize Farms
Added Wine potential for certain states
The maximum potential imports & exports of trade routes in a market is now multiplied by the BUY_SELL_DIFF_AT_MAX_FACTOR define, so that exported/imported goods with no local consumption/production aren't always stuck around base price
Deploy to Front map interaction for Army formations added
Combat Units can now be disbanded from the Formation panel
Deploy to Sea Node map interaction for Fleet formations added
Colonial exploitation law now lowers manufacturing throughput in unincorporated states by 10%, but boosts throughput of mining, plantations, rubber and logging by 20%
Dongola and Blue Nile now have the Nile River state trait
Automatic formation repositioning: a formation will automatically reposition when the front it is deployed to gets destroyed. In that case, it will first look for a front to redeploy to, and if that fails it will look for a HQ where it can station itself in. A formation will also automatically reposition when the HQ it is stationed in is destroyed.
Removed Sahara desert penalties from Dongola
Recontextualized several agitator law events to fit better with their position as populist figures.
Balance
Numerous state traits that add infrastructure penalties for difficult terrain have been changed to either only be present in states which have a majority of such terrain or is clearly divided by that terrain
Some state traits that had infrastructure penalties and which were not deemed suitable for any state have been changed into other traits or removed
Readjusted pop needs so that pops are less likely to buy basic goods when better goods are available
Rice Farms now have double the Employment and Production
Adjusted values of secondary PMs on Textile Mills, Furniture Manufacturies, Glassworks, and Chemical Plants so they are usually profitable
Unincorporated States now have -10% state access price impact
Lowered the cost to build Shipyards
Standardized Trains (formerly Steam Engine trains) PM is now unlocked by Steel Railway Cars
Electric Trains now give higher infrastructure, but also have higher input costs
Diesel Trains now give higher infrastructure, but also have higher input costs
Infrastructure has been lowered for Steam Trains, Electric Trains and Diesel Trains
Balanced Prussia's, France's, Great Britain's and USA's starting buildings, Production Methods and Trade Routes so that they aren't immediately unprofitable after State Market Access Price Impact changes
Lowered the amount of alcohol that subsistence buildings produce
Anchorages now produce only 20 convoys (down from 50)
Reduced urbanization from heavy industry to cut down on excessive service production in industrialized states
Reduced overall level of service production (as well as input goods) on urban centers
Art Academies were changed to have a 5k workforce so as not to differ so much from other urban buildings
Increased the amount of Fabric Livestock Ranches can produce
Craftsman Sewing production method for Textile mills luxury clothes output increased from 20 to 30.
Craftsman Sewing production method for Textile mills clothes output changed from -20 to -30.
Craftsman Sewing production method for Textile mills silk input increased from 10 to 20.
Craftsman Sewing production method for Textile mills fabric input changed from -10 to -20.
Elastics production method for Textile mills luxury clothes output increased from 35 to 70.
Elastics production method for Textile mills clothes output changed from -35 to -70.
Elastics production method for Textile mills silk input increased from 10 to 40.
Elastics production method for Textile mills fabric input changed from -10 to -30.
Elastics Sewing production method for Textile mills rubber input increased from 10 to 20.
Luxury Furniture production method for Furniture manufacturies luxury furniture output increased from 20 to 30.
Luxury Furniture production method for Furniture manufacturies furniture output changed from -20 to -30.
Luxury Furniture production method for Furniture manufacturies hardwood input increased from 10 to 15.
Luxury Furniture production method for Furniture manufacturies wood input changed from -10 to -15.
Precision Tools production method for Furniture manufacturies luxury furniture output increased from 40 to 55.
Precision Tools production method for Furniture manufacturies furniture output changed from -40 to -55.
Precision Tools production method for Furniture manufacturies hardwood input increased from 20 to 35.
Precision Tools production method for Furniture manufacturies wood input changed from -20 to -25.
Precision Tools production method for Furniture manufacturies tools input increased from 10 to 15.
Ceramics production method for glassworks porcelain output decreased from 25 to 20.
Bone China production method for glassworks porcelain lass output increased from 40 to 55.
Bone China production method for glassworks glass output increased from -20 to -55.
Bone China production method for glassworks dye input increased from 30 to 50.
Leblanc Process production method for chemical plants fertilizer output changed from -15 to -20.
Leblanc Process production method for chemical plants coal input increased from 15 to 20.
Ammonia-soda Process production method for chemical plants explosives output increased 40 to 45.
Ammonia-soda Process production method for chemical plants fertilizer output changed from -40 to -45.
Ammonia-soda Process production method for chemical plants coal input increased 15 to 20.
Vacuum Evaporation production method for chemical plants fertilizer output changed from -30 to -70.
Vacuum Evaporation production method for chemical plants coal input increased 15 to 20.
Vacuum Evaporation production method for chemical plants sulfur input increased 30 to 45.
Brine Electrolysis production method for chemical plants fertilizer output changed from -50 to -100.
Brine Electrolysis production method for chemical plants coal input increased 15 to 20.
Brine Electrolysis production method for chemical plants sulfur input increased 30 to 45.
Muskets production method for Arms industries small arms output increased 25 to 30.
Rifles production method for Arms industries small arms output increased 35 to 50
Repeaters production method for Arms industries small arms output increased 50 to 70.
Bolt Action Rifles production method for Arms industries small arms output increased 75 to 100.
Cannons production method for Arms industries small arms output changed from -10 to -15.
Smoothbores production method for Arms industries small arms output changed from -15 to -25.
Breechloaders production method for Arms industries small arms output changed from -25 to -35
Added Recoil Mechanics production method for Arms industries.
Hardwood production method for Logging camps hardwood output increased from 10 to 20.
Hardwood production method for Logging camps wood output changed -10 to -30.
Added Focused Hardwood Production production method for Logging camps.
Balanced Glassworks and Chemical Plants so that later production methods are now profitable at a base level
Lowered input goods of Coal and Engines for Railways
Lowered Transport output goods for base Railway production methods
Passenger carriage PMs for trains no longer reduce infrastructure when activated
Increased Logging potential in Amazons, Congo and Siberia
Manufacturing, Government and Military buildings now have lowered throughput in Unincorporated States
Gave Bavaria intensive agriculture
Gave Greece a starting interest in Italy
AI
AI is now more likely to offer support to a side in a diplomatic play if they are already leaning towards that side
AI is now more likely to attempt to sway an undecided country in a diplomatic play if that country is already leaning towards their side
AI will now actively attempt to sway countries that are already committed participants on the opposite side into switching sides
AI now places more value on holding obligations on diplomatically relevant powerful countries, even if they're just Wary towards them
Allies are no longer automatically added as backers in Diplomatic Plays, but have an increased support score towards their ally
Predictions for which country will lean towards supporting what side in the Diplomatic Play should now always be accurate (instead of intentionally unreliable), and takes the relations impact of the initial wargoal into account, though leaning towards a side is still not a guarantee of actually supporting that side.
AI is now generally less willing to trigger revolutions when enacting laws unless they are doing so to avoid another revolution
AI is now willing to enact laws with a lower chance of success if those laws have a revolutionary movement or government petition behind them
Fixed an issue where the AI would activate anchorages over proper ports due to overvaluing the workforce reduction they provided
AI will now be less likely to use restrictive export tariffs on goods which they have substantial unused potential for in their country
AI will now be less likely to use restrictive import tariffs on goods which they do not have substantial unused potential for in their country
AI is now less keen to get involved in plays when they have a truce with either primary participant
AI should now be better at setting up trade routes for goods that are important for their economy to import or export
AI should now be better at importing key industrial goods like rubber if they don't have those goods in their market
AI now prioritizes universities more unless it is very close to its innovation cap
Fixed an issue where the AI was calculating its gold reserve and income surplus targets incorrectly for some types of spending
AI Great Powers are now much more keen on launching and joining Cut Down to Size diplomatic plays against Pariah countries
Added AI strategy weights for how much the AI desires to have a country as a subject or become a country's subject
Fixed inconsistent triggers in government petitions that were creating problems for the AI in following through on them
Fixed an issue where some AI strategies did not work correctly due to a bad is_adjacent check against states
Performance
Improves the evaluation speed of the Belle Epoque Journal Entry by 20x, improving overall Journal Entry update performance by 33%
Improved performance of the Garibaldi event trigger by not iterating over all characters in the world
Interface
Added a message settings tab for Alerts and Important Actions in the Message Settings window
Improved the tooltips when swaying countries or offering support to countries
Added what stance a country has in a Diplomatic Play to their respective tooltips in the Sway Countries tab
The tooltip and confirmation box for making a Diplomatic Demand/starting a Diplomatic Play now shows more consolidated and useful information for the potential sides and supporters in the Play
Army and Navy formations are created with a generated name based on a numerals and country culture
Added important action for when a state has a shortage (but the market does not).
Front panel has been updated with support for Formations instead of commanders
Added 'zoom to front' button on the front panel
Only show full details for goods that are locally produced/consumed in a state in state panel
Show a simple grid of goods that are present in market but not locally consumed/produced in state panel
The Hegemon final objective now displays how much of a share of the global population you currently control
Journal Entry buttons that can be pressed and remain "selected" now appear as such, to distinguish them from buttons you don't qualify to press
Fixed a number of typos in Concepts, Events and Technologies
Art
Graphics entities are now added along the frontline when formations are present there
Added portrait resolution upscaling setting for sharper portrait details
Improved flag resolution and scaling for flag icons, preserving more details
Improved "Zoom To" icon
Production Method icon colors should now be consistent with their functions
Modding
Added an in-game script profiler for modders to assess performance impact of script (ScriptProfiling.Enable, ScriptProfiling.Dump)
War Exhaustion is now a script value that can be scripted with any factors and conditions
All modifier types "building_input_" and "building_output_" are now renamed to "goods_input_" and "goods_output_" to support their usages in other contexts than buildings (such as units)
Added new trigger has_political_movement =
Added new trigger can_potentially_get_political_movement =
On-actions added for when an army is mobilized or demobilized
ignore_government_support console command now also lets you bypass the cannot_enact_laws modifier
New compare triggers global_population, total_population_share, total_population_including_subjects, and total_population_including_subjects_share
front_battle_state_weight script value added to determine which state a battle will be launched in (before province is selected)
Added console commands for `count_buildings`, `count_countries`, `count_markets`, `count_pops`, `count_potential_parties`, and `count_states`
Bugfixes
Fixed a bug where buildings that were doing poorly could get stuck in a loop of firing employees, only to then raise wages to attract more employees which they then would fire again, leading to absurdly high wages and an unviable building
Fixes an issue where trade route competitiveness share was not correctly calculated for trade routes that had been around for a while, leading to trade routes shrinking for no sensible reason
Fixes an issue where trade routes would sometimes set their level targets incorrectly when you had multiple trade routes for the same good
Fixes some issues with maneuver cost for wargoals
Fix unset scope error in the IG Agenda Journal Entry
Nursing events will no longer fire in wars with less than 1000 deaths
Fixed a small bug in the BIC breakup event
Fixed script issue in Victoria scripted effects that lacked an OR statement.
Fixed interest group tooltips to show the correct political strength value
Fixed issue with Shipyards appearing twice in Building Lens
That should be everything in the initial release, but we're continuing to plug away at new features and improvements!
Future Plans
A few highlights to look forward to in future Open Beta updates, the first of which should reach you sometime mid-September, are:
Visuals of your armies moving along roads and railways on the map
Improved frontline graphics
The return of conscripts and naval warfare mechanics (which we disabled for this initial release)
Improved Orders, with more options available for specific commanders
Historical Companies that let you leverage your country's unique specialties
More Mobilization Options and a revamped interface
Formation Organization metric, which will enable you to adjust Mobilization Options for mobilized formations at a temporary penalty
Improvements to Military Formation customization
Unit Experience, letting you build up the might of your military forces over time
Loads and loads of bugfixes, improved UX flows, and stability improvements that should make your playthroughs a lot more enjoyable
And of course, as many of your own suggestions on Discord that we can muster!
Next dev diary will be released just ahead of Update 1, with the current planned date being September 14th. In that we will cover in more detail what has happened since release and what you can expect to see in the following update.
Until then, see you on the Discord!
Victoria 3: Hotfix 1.4.1 is now LIVE!
Good Day Victorians!
Today we have released a hotfix for a few issues present in Update 1.4! As normal, please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!
These fixes include:
A fix for a CTD in the particle system
Stops the game randomly crashing within the first 30 minutes of playing
Users should no longer should have a modified checksum due to FRA.txt -> fra.txt
We fixed a memory leak causing performance issues with particles
Reduced infrastructure usage from 3 down to 2 in Construction sectors.
Victoria 3: Dawn of Wonder Now Available
From the glory of the sunrise to the glow of the gas lamp, this Art Pack takes the theme of light and shadow to add new life to the visual experience.
This new pack for Victoria 3 includes:
Customizable Day-Night Cycle - that adds new nocturnal flavor to the map, at a pace you can set. The lights of buildings and passing trains illuminate the nighttime landscape while lighthouses guide your ships safely home
New Paper Map option - inspired by lunar and solar themes
Greater variety of clothing - to illustrate the many cultures and societies of Victoria 3
Four New On-Map Landmarks - thematically related to the night sky
More table decorations - for your desk when you zoom out
Victoria 3: Update 1.4 Checksum [165c] Updated August 28th
Ahoy Victorians!
Today we released Dawn of Wonder, accompanied by a free update for all owners of Victoria 3.
Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!
We can not give any guarantees that save files from 1.3.x will be working in 1.4 without issues which is why we recommend that you roll back your game to the previous version and finish any ongoing games you want to finish before updating to 1.3. More information on rolling back your game version can be found here! (TL;DR is go to properties in Steam -> Betas -> select the version in the dropdown list). This is especially the case due to map changes, such as Vancouver Island.
Day/Night cycle, configurable from the Theme Selector
Lighting effects added to many new and existing gfx entities
Night time soundscape now differs from daytime
Festive clothing added for pops celebrating Carnival, Midsummer, Diwali, and royal weddings in Eastern Europe
New Day/Night UI Theme added
Day/Night themed paper map with zodiac illustrations
Greenwich Observatory, Wat Arun, Temple of Poseidon, and Martand Sun Temple added as map decorations
Pocketwatch, Candle, Atabey statue, and Hongshan statue added as table decorations
Day/Night themed stagecoach
New loading screen art
Fixed some issues with goods substitution that was causing certain goods (such as oil in the early game) to not be demanded in correct amounts
Subjects no longer remain in their overlord's market during an independence play/war
Subjects no longer pay taxes to their overlord during an independence play/war
Garibaldi will now stick around in minor Italian cultured nations, even in peacetime
The American Civil war will now only ever happen as a result of a revolution to preserve, expand or abolish slavery
Admirals with Escort Convoys orders now reduce the amount of damage done to convoys under their protection, scaling with the defensive combat stats of their ships
Added strait adjacency to Vancouver Island
Replaced all technology cost modifiers with technology speed modifiers, as these scale better and work properly with temporary modifiers such as from Interest Group traits
Convoy Raiding damage is now partially randomized
Randomly generated characters will now get up to 3 attempts to find a name that is unique among their country's characters
Added a Portuguese admiral active in 1836
Added Wikipedia links for some historical leaders of popular and recommended nations
Loyalists are now gained much slower due to high Legitimacy levels
Standard of Living improvements now create more Loyalists while at the highest Legitimacy level
Construction Sectors now use 3 infrastructure instead of 0.2
Belgium no longer starts with an illegitimate government
Fine Art can no longer be fully substituted by purchasing Services instead
Added Dye Plantation potential to Haiti and Santo Domingo states
Slowed the progress of Cement the Rightful Dynasty for all legitimacy values below 90.
Removed extra starting Arts Academy in Austria from history files
Lanfang now starts with the Academia technology
Papal State starting trade route for Art now goes to Spain instead of Austria
The AI (and autonomous construction) will now stop constructing in states with no workforce once the current available infrastructure is mostly used up, to avoid an endless cycle of constructing unused building levels
The AI is now less likely to accept peace deals or capitulate if the whole country will be annexed
The AI will no longer change who it is supporting for a Unification when at war or committed to a side in a diplomatic play, except to remove support for a country they are at war with (fixes an exploit with abusing temporary attitude changes from diplomatic plays to gain supporters)
The AI for countries with the Economic Imperialism strategy is now more keen on opening up Japan's market
The AI is no longer incorrectly biased to use only Anchorage PM in Ports
The AI is now less inclined to support unrecognized powers against fellow recognized powers unless they have a strong reason to do so
The AI will now take the decision to reduce Haitian debt.
The AI will now take the decision to annex Kraków as Austria.
Performance when playing with mods that add Interest Groups has been improved
Added a setting to cull distant buildings
Optimized the memory consumption by building particles
Optimized the trade routes panel
Performance improvements for character rendering
Particle Optimization
Optimized the graphics for the day and night cycles
Reduced the number of cars spawning on roads late-game
Added a Theme Selector to the main menu and ingame menu
Buildings can now be pinned to the outliner
Added a new read out to the war panel that exposes an AI controlled country's willingness to capitulate in a war
The player now gets a notification if a country that they are at war with (either as a co-belligerent or as an enemy) goes into default, making them more likely to capitulate or accept peace
Amended the character panel with a zoom-to button that orients the map to the location of the character and a location to the panel subtitle
Show Strategic Region names instead of Country names in the Declare Interest Map Mode
The cost tooltip for technologies now explains the penalty for unresearched technologies in earlier eras
Add flavor description to the Interest Groups' tooltips
Added a toast message indicating new and old ruler when they are changed.
Hide the "Trade Routes" section in the Goods Details panel for non-Tradeable Goods.
Add shortcut to the Goods details panel in Goods right-click menu
Sea Node tooltip now tells you how many of your convoys are passing through the node
Change the default keybind for Decisions from F12 to F11
Zoom-to buttons are now disabled when you are already where they would take you
Remove the support value shown on Agitators on the Political Movement panel since Agitators now give a multiplier and not a flat support bonus to the movement
Show all potential Diplomatic Actions in the right-click menu for another Country instead of only showing the currently possible.
The Agitator concept now has more information included
Add functionality to instantly create a Trade Route to your Market when looking at the details for a Good in a foreign Market
Add more actionable information to the "Establish Import/Export Route" tooltips (Price, Balance, Sell/Buy Orders)
Make the back button the Sway Offer always go back one step, instead of going back two when a Offer type is selected.
Added a list of IG icons after the name of the Party in a few places throughout the UI
Add enactment cooldown to the setback concept tooltip
Added information about the new leader and ideology to the "IG Leader Retired" Notification
The Hegemon final objective now displays how much of a share of the global population you currently control
Removed confusing checkmark boxes from Healthy Economy Game Concept
Diplomatic Action map interactions will now display the correct cursor
Moved "Cut Off Buildings" setting to advanced graphics section (renamed to "Cull Distant Buildings")
Long graphic card names no longer displays out-of-bounds in settings menu
Vancouver Island isn't connected to British Columbia by land anymore
Map borders now blends better with the map
Updated the look and feel of the New Game Screen
Fixed text and scale on VotP map (VotP)
Fixed the issue were the equator was gone on VotP map (VotP)
Blue flag event marker is now scaled better
Tweaked "Forbidden City" texture values to closer match the rest of the adjacent buildings.
All port buildings now start as "small" size
War Machine factories should no longer cause clipping issues in cities
Added 'kill_population' and 'kill_population_in_state' effects
Character templates can now define a command HQ and rank
New compare triggers 'global_population', 'total_population_share', 'total_population_including_subjects', and 'total_population_including_subjects_share'
Added a 'pop_type_percent_state' trigger that checks whether the scoped state has X% of its population belonging to the specified pop type
Added an 'ignore_battle_conditions' console command
Added a 'noshortages' console command that prevents penalties for supply shortages in Buildings
Added a 'fastincorporate' console command that incorporates states immediately
Added a 'nosupportloss' console command that prevent countries from losing war support
Added a 'month' compare trigger to check the current game month (useful for seasonal dress-up)
Adds console command 'Logging.PopGrowth' to print the birthrate and mortality rates for each Standard of Living level
Added workaround for crashes related to Intel high end CPUs
Unique interest groups are now calculated on creation, rather than in a country's history, allowing revolutionary countries etc. to inherit their parents' unique interest groups
Fixed localisation errors related to France's Natural Borders
Fixed various scope issues in agitator law events
Fixed erroneous scoping in "A Clause is Coming to Town" event
Fixed a spline network crash
Fixed an issue where colonization would be prohibited by other countries with claims even if they had no access to what you were trying to colonize
Fixed a bug that allowed combat units to have more demoralized soldiers than actual soldiers in the unit
Improved MP stability by resolving Out of Syncs resulting from flawed cache operations
Fixed a bug where it was possible to use the 'Transfer Subject' wargoal on Customs Unions and Personal Unions
Fixed an issue where trade route levels would alternate between increasing and decreasing every week due to inconsistencies in profitability calculations
All countries that can create Interests now gain an active Interest in their capital region with no delay
The Vox Diaboli event will no longer fire in atheist countries
Fixed a bug where the zoom button to an Admiral raiding convoys got hung-up on zooming.
Buildings can no longer be queued past the level limit while they are in the private construction queue
Only show savegame incompatibility warning popup when the save is incompatible
Fixed a bug that would prevent the reform government mode from closing when confirming a government with low legitimacy, potentially leading to one or more IGs being visually duplicated
Children no longer experience early hair loss
Fixed an issue in diplomatic play clean up for dying countries
Generated heirs are now subject to the default character template like all other characters
Fixed a bug where the game would keep trying to spawn a Civil War without any uprising States
Fixed a bug where the player as observer without country could still receive notifications
Fixed agitator home country tooltip displaying NULL_OBJ
Fixed a bug where the Buildings Panel would have clickable buttons under "Potential Buildings", for buildings that cannot be built
Fixed notification saying that country was swayed by itself when it was swayed by one of its subject countries
Added a long cooldown to the DEI breakup event, so that choosing option c (continue to exist as DEI) will not cause the event to spam endlessly.
Fixed the bug when becoming non-independent for two neighboring countries in the same state region didn't allow to set up trade routes
Fixed the bug when a low number of convoys due to convoy raiding would not apply to excess convoy calculation
Fixed a bug that would cause error log spam when hovering over the acceptance indicator when proposing wargoals to sway a country in a diplomatic play
Fixed a localization error in the trigger description for is_unification_candidate
Fixed some cases where relations with overlord and top overlord were not being checked when starting diplomatic plays like Conquer State against subjects
Fixed issue with Increase Relations Tutorial not triggering
Reduced spawn rate of certain African colonial events
Fix notification names overflowing in the Message Settings
Fixed an OOS due to the construction queue validation erroneously running during cache recalculation
Fixed a bug related to fetching the ruler title from the government type in an effect splitting up on_government_type_change into two parts, putting the setting of ruler into a second effect on_post_government_type_change
Fixed notification for new Trade Route mistakenly predicting it to "shrink to level -1"
Fixed a bug when sometimes rank loss couldn't be stopped by increasing the prestige
Fixed a bug when newly released country manpower in barracks wasn't properly updated and country had an empty armies that doesn't refill
Fixed the bug when died recruitable characters created field promotions
Construction queue duration estimate is now more accurate
Subject country name is now correctly displayed in 'join side' diplomatic play notifications
Fixed an UX issue that would cause a lone X to appear in tooltips for character interactions that cannot be executed
Fixed an issue that could cause tooltips for `add_modifier`, `add_enactment_modifier`, `remove_modifier`, and `remove_modifier` effects from displaying incorrectly when the modifier has an apostrophe in the name
Obligation Alert will now display the correct country in all situations
Removed repeat economic law stance in anarchist ideology
Legitimist monarchs no longer kill each other in rapid succession when generated
Limited rate of African colonization event spawn
Giovanni Gentile will now advocate for fascism in Italy rather than Siam, and Ernst Röhm is now a protestant
Fixed CTD which happen while new state was spawned after another state had been removed
Fixed a bug when "Oil Rush" effects or similar wouldn't increase employee count in a building
Fixed CTD when stateless building tried to access impossible array size
Fixed CTD which happen while new state was spawned after another state had been removed
Map interactions involving HQ's will no longer contain duplicate UI entries
Diplomatic Action map interactions no longer allow clicking on invalid interactions
Changing shader quality to low should no longer cause rendering of the map to display in water.
Fixed OOS related to Player Data
Added entries for some missing modifier localization
Infante Alfonso Carlos, Duke of San Jaime will no longer spawn as a Legitimist ruler before 1931 (VotP)
Fixed crash when switching the graphics settings in the main menu after returning to it from the game
Fixed an issue that prevented the Alaska Purchase from firing if the USA had a higher GDP than Russia
Improved script for Government Petitions Journal Entries so it only looks if the Interest Group is powerful or not
Lowered pop needs max supply share for Services and increased weight for Art
Fixed issue with unlocalized Sea Node in the Atlantic Ocean
The tutorial now explain why you can join a customs union
Fixed incorrect text in additional income and additional expenses
Declare Interest Tutorial will now select a region for you to declare an interest in instead of looking for available interests
Removed potential for duplicate Bismarcks
French heirs will now have the proper ideologies
Bohemia can now form Czechoslovakia
The Belle Époque no longer invalidates erroneously
Revolutionary events will no longer occur in unincorporated states
Ships should no longer disappear at the edge of the camera view