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! This hotfix is numbered 1.3.3, but we are still planning to do a larger patch on the 26th of June, just called 1.3.4 now!
- Fixed a crash caused by dead or foreign agitators supporting political movements that then break out into a revolution.
If you wish to play with mods not updated to this version you may roll back the game version via:
Right click the game in Steam
Go to Properties and select the tab called "BETAS"
Pick the version you want to play and close.
Allow the game to update
Make sure, before you load any save, that the version number in the game is the one you want.
If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5.
Note: You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.
Dev Diary #89 - What’s next after 1.3?
Hello and welcome to our Post-Release Plans update dev diary for 1.3. Just as we did in Dev Diary #79, in this dev diary we’ll be going over what changes and improvements we have planned for the game in future free updates such as 1.4, 1.5 and beyond. In the previous Post-Release Plans Dev Diaries we outlined four key areas of improvement for the game, which we’ll be sticking to for this one: Military, Historical Immersion, Diplomacy, and Internal Politics. The Other section is also still there for anything that doesn’t fall neatly into one of the four categories.
Just as last time, I’ll be aiming to give you an overview of where we stand and where we’re heading by going through each of these four categories and marking on each one with one of the below statuses:
Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesn’t mean we’re never going to expand or improve on it in the future, just that it’s no longer a high priority for us. Any points that were already marked as Done in the previous update will now be removed from the list, to avoid it growing unmanageably long!
Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but aren’t yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.4, 1.5 and so on. Note that this section will mainly focus on updates made in 1.3.
Not Updated: This is a part of the game where we haven’t yet released any of our planned changes/improvements in any currently released updates but still plan to do so for future updates.
New: This is a planned change or improvement that is newly added, ie wasn’t present on the list in Dev Diary #79.
Reconsidered: This is a previously planned change or improvement that we have reconsidered our approach to how to tackle from previous updates. For these points we will explain what our new plans are, and change the list appropriately in future updates.
Finally, just like in the original Post-Release Plans dev diaries, we will only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. So then, let’s get to the categories and see where we stand! For each point in each category that isn’t new to this update there will be a sub-point detailing our progress on the point so far.
Military
Done
Solving the issue of armies going home after Generals die during a war by adding a system for field promotion
Field promotions have been added to the game in 1.3 to solve the most critical issue of armies simply going home. In the future we’ll aim to further improve this through changes to armies/navies and having defined successors for your commanders.
Updated:
Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
This is an area where we are continuously making improvements but where we still definitely have more work to do. A particular area of improvement we’ve identified is the need to more clearly be able to see a summary of a country’s military strength instead of just seeing unit counts.
Increasing the visibility of navies and making admirals easier to work with
As above, this is an area where we are continuously making improvements but still have work to do. In particular, we want to improve the sense of where exactly your navy is and what exactly it is doing.
Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
We have mitigated this issue in update 1.2 by auto-closing small pockets and improving battle province selection but the issue still persists (particularly in wars with a large number of small countries) so further improvements are needed here
New:
Adding a system for limited wars to reduce the number of early-game global wars between Great Powers
Adding systems for organizing your generals and admirals into discrete armies and navies to allow more control over geographic positioning, military composition and unit specialization
Adding more options for strategic control over your generals to allow for more ‘smart play’ in wars
Adding more on-map graphics for armies and navies, including soldiers on the map
Reconsidered:
Experimenting with controlled front-splitting for longer fronts
After some internal design consideration, we have decided that this is not the best approach going forward - instead we will aim to solve the issues with long fronts by supporting multiple battles and improving the strategic options you have to direct your generals.
Historical Immersion
Updated:
Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
Improvements to this were made in both 1.2 and 1.3 (the most significant being preventing journal entries such as Fragile Unity from being broken by revolutions) but we still have some work planned here, particularly to the Meiji Restoration and the willingness of AI countries to open up Japan.
Ensuring unifications such as Italy, Germany and Canada don’t constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
The German Unification received a significant rework in 1.3 to more closely follow the historical narrative, with other unifications planned to receive similar improvements in the near future.
General AI tweaks to have AI countries play in a more believable, immersive way
This is something we are continuing to work on in every update. Some tweaks and improvements were made in 1.3 but the biggest improvements here should come alongside planned updates to diplomacy.
Not Updated:
Adding more country, state and region-specific content to enhance historical flavor of different countries
New:
Going through the base game Journal Entries and events and making improvements and additions to ensure that they feel meaningful and impactful for players to interact with
Diplomacy
Not Updated:
‘Reverse-swaying’, ie the ability to offer to join a side in a play in exchange for something
More things to offer in diplomatic plays, like giving away your own land for support
Trading (or at least giving away) states
Foreign investment and some form of construction in other countries, at least if they’re part of your market
Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in
Internal Politics
Done:
Improving the mechanics of law enactment and revolutions to be more engaging for the player to interact with
Law enactment and revolutions received a significant rework in 1.3 to behave in less random and more engaging ways, while also somewhat (intentionally) increasing the challenge involved in rapidly reforming your country
Adding more mechanics for characters and giving the player more reason to care about individual characters in your country:
Agitators were introduced as a new character type in 1.3 that directly interacts with political movements and serves to push more forcefully for political reforms. There are definitely more types of characters we want to add and more we want to do here in the future, but right now it’s not a high priority when compared to the other items on this list.
Added Petitions to ensure the Interest Groups you add to your government has agency in demanding political change
This was not previously on the list but is something we’ve added since we consider it a fairly significant change to internal politics.
Updated:
Making it more interesting and ‘competitive’ but also more challenging to play in a more conservative and autocratic style
New laws were introduced in 1.3 (such as One Party State) that makes late-game autocracies more viable, and the addition of Agitators means that conservative countries now face a greater internal push for reform.
Adding laws that expand on diversity of countries and introduce new ways to play the game
A number of new laws were introduced in Update 1.3, but there is definitely more we want to do in the future here
Other
Updated:
Improving Alerts and the Current Situation widget to provide more useful and actionable information.
The Current Situation widget received a series of tweaks in 1.3 to give more useful and actionable information. In the future, we want to improve this further by giving the player much more custom control over the alert/current situation system similar to what we’ve done with message settings.
New:
Increase the overall challenge in the economic core loop, as well as creating more clear mechanical differences between different countries and their starting positions in ways that encourage more economic specialization.
Find a way to deal with the excessive fiddliness of the trade system in large economies, possibly by allowing for autonomous trade based on your laws in a similar way to the autonomous investment system.
So when can you expect these changes to reach the game? I can’t give specifics for any particular points but what I can say is that we are planning a large update with an extended open beta period in the second half of this year which will check off a considerable number of points from the list. In particular, that update will be aiming to tackle many of the points from the Warfare and Diplomacy sections of this list. I’ll end this dev diary by reminding you yet again that this list only covers changes and additions that will be part of free updates.
Well then, that’s all for today’s update. We will see you in two weeks for our next Dev Diary, on the 22nd while we work on 1.3.3!
Victoria 3 | Displate Store and Discord Giveaway!
Good day Victorians!
We will be hosting a Giveaway for 20 Displate and 5 Vinyl Soundtracks on our Discord from today until the 6th of June at 16:00! React to the message in #Discord-Giveaway to enter!
Victoria 3 has released 30+ Displates of our art, including events, loading screens and more! Immerse yourself in the Victorian age with the artwork and decorate the rooms of your room, while contemplating in your smoking jacket next to a coal fire...if one were so inclined.
Remember! We also have the delightful sounds of our soundtrack available on Vinyl! Both the Victoria 3 Soundtrack, and the Melodies for the Masses music pack! A limited edition of 1836 for the Victoria 3 Vinyl and 999 for the Melodies for the Masses Vinyl!
Dev Diary #88 - Voice of the People narrative content improvements
Hello Victorians! We have deferred discussing our post-release plans until next week, as we felt there was another, more pressing topic to cover.
You were not satisfied with the narrative content included in Voice of the People, and neither are we. In particular, we see the following weak points in some of the Journal Entries included in the DLC:
Too passive
Not providing enough of a challenge
Detached from the rest of the game's systems
Not enough interaction with countries outside of France
We have spent the last couple of weeks going over what improvements we are planning to make for this content. We touched on it briefly in last week's diary but I will be going deeper into details today.
But first I want to mention when owners of Voice of the People can expect to see these improvements. An initial rollout is planned for June 26th alongside version 1.3.3 of the game, which will also contain some bug fixes and balance improvements. You can expect the remaining improvements in early Q3.
Our top priority is a revamped Divided Monarchists Journal Entry. Currently, it checks off all of the problems on the list above. Our intended rework looks as follows:
Rather than the player selecting their preferred dynasty, establishing a character with the right ideology in government, and waiting while engaging with the occasional event, there will be three separate tracks - one for each dynasty / ideology - that will increase or decrease independently of one another at different speeds depending on multiple factors, including what characters exists in the country but also what the player is actually doing with France. The intent is to ensure the player's preferred candidate is actually threatened by opposing ideologies, inviting you to plan ahead and do more character management. The new Character Interactions in Voice of the People, as well as the Agitator and Exile mechanics, will prove useful tools for this.
All events associated with the Journal Entry will be revised, with options that relate to the three dynasties differently. You won't merely be advancing or setting back "the monarchist cause", but rather advancing one of the dynasties while setting back the others, alongside other effects and tradeoffs.
In addition, we will be adding support for Journal Entries to confer country-wide effects while they're active. While the Divided Monarchists Journal Entry is in effect, a low Legitimacy government will result in much greater radicalism across France than before, which will encourage resolving the dynastic crisis sooner rather than later. A failure condition will also be added, resulting in France's collapse back into Republicanism.
Finally, once your preferred candidate sits on the throne, cementing their dynastic reign will require you to prove they're capable of effective rule, by adding more conditions you have to fulfill in order to resolve the Journal Entry successfully and in a reasonable amount of time. Failing to cement your dynasty may even result in another period of dynastic squabbling.
The revision to Divided Monarchists will be coming in the 1.3.3 patch.
Our second priority is the Natural Borders of France. Here, the main issue is that France's international aspirations have no direct impact on the nations affected, beyond perhaps becoming targeted in subsequent Diplomatic Plays. Our intent here is to add more international fallout from the actions France takes during this Journal Entry, with events for Prussia/Germany and perhaps other affected countries that both inform and give them options for how to deal with the situation.
We will also be addressing Haiti's debtor relationship with France, by adding a new Journal Entry that gives Haiti more options in how to resolve the situation.
We are aware that older narrative content in Victoria 3 also exhibits similar issues to the ones we're revising from Voice of the People. Assume and expect that we will gradually revise such content to higher standards in free updates.
Other ways in which we will improve Voice of the People include notifications, which will be looked over and enhanced to ensure appropriate parties are informed of relevant events outside their borders. For example, the Indochina crisis and the adventures of Garibaldi certainly made international news at the time, and if it's appropriate we're going to make sure you're informed of these and other events even when you're not directly involved.
We are also planning to do some additional work on AI related to Voice of the People content, specifically improving French AI handling of their Algerian colonies and the related Journal Entry, and improving the characteristic behaviors of the French AI while led by one of the three dynastic monarchs.
A few general improvements to Update 1.3 will also be rolled out on June 26th, alongside the bug fixes and balance improvements. One concern with the ability to invite exiles is that there's no indication there's someone new and recruitable in there without going to look all the time. As a first pass to addressing this we are going to notify you under certain circumstances when a character is exiled, so you get a heads-up that there's a reason to go check it out. The Industry Banned Law is also going to be revisited to ensure that even if it may be unlikely to lead you to economic prosperity, it at least fills a valid niche for a certain kind of country.
Due to its sandboxy, systemic nature Victoria 3 is not the easiest game to write historical content for, and we're still working on honing in on exactly what type of events and Journal Entries are the most fun for you to engage with. But that is no excuse, and you deserved better. Our greatest asset as developers is to be able to have this dialogue with you, and we deeply appreciate your constructive criticism. Our many learnings here will be carried forward to all future narrative content we write, where it will make for more challenging and fun gameplay in a world that feels more alive.
Next week we will return with the aforementioned update to our post-release plans, as well as more info about the open beta we are planning for later this year. Until then!
Victoria 3: Patch 1.3.2 is now LIVE!
Good Day Victorians!
We just released a small patch, to address some issues in the current build 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!
- Fixed an issue where Divided Monarchists events could keep firing even after reaching 100 progress - Fixed an issue where events could give you a second Napoleon III after already having one Napoleon III - Reduced the impact of Agitator Popularity on Political Movement Support - Safeguards added to hopefully prevent an issue where some mods could cause buildings to get duplicated in split states - The “Shut the Door Behind You” achievement no longer requires Voice of the People to unlock - Fixed the Anarchist ideology having duplicated stances on Economic System laws - Fixed a texture streaming issue that caused the border between the paper map and the table to look blurry when zoomed out - The Vox Populi achievement should now work properly - Fixed an issue where Agitators would sometimes not join the correct Political Movement - Fixed an issue where agitator supported political movements could repeatedly form and disband - Agitator support tooltip is now shown correctly for Agitators with 0 popularity - Radicalism of revolutionary political movements is now shown correctly in the outliner - Fixed a bug where civil wars could break the Divided Monarchists Journal Entry due to incorrectly setting a variable - The Paris Commune now inherits the Journal Entries and variables of France if it ends up victorious and annexes France - Fixed NULL_OBJ being shown in event ‘Pébrine Outbreak’ - Fixed a typo in the event ‘When You Have a Hammer’ - Fixed incorrectly formatted text in the event ‘Devout Call For Intervention’ - Fixed an issue where the German Unification chain of Journal Entries did not work correctly for Lübeck - Fixed an issue where the Schleswig-Holstein Question Journal Entry would incorrectly resolve without taking Holstein - Fixed an issue where the German National Identity Journal Entry could complete before the Schleswig--- Holstein Question Journal Entry, potentially breaking the whole German Unification chain - Fixed an issue where Max Stirner could end up spawning multiple times - Fixed an issue where NULL_STATE entries could appear in the Construction Queue due to revolutions/secessions splitting states - The AI now correctly understands how to resolve the Government Petition Journal Entry - Fixed a localization issue with numerous triggers relating to unification where the name of the unification would not be shown - Fixed an issue where some sound effects for free features such as Exile Agitator were incorrectly DLC locked - Fixed an issue where exiling an Agitator would not remove their support from the Political Movement they were a part of - Fixed a crash to desktop issue in the virtual file system - It is no longer possible to colonize inland states that you do not border just because the state region they are a part of is coastal - Fixed an issue where saving the game was blocked in certain languages when playing as a revolution due to country name formatting
Dev Diary #87 - Voice of the People post-release update
Hello! It's going to be a short and sweet development diary today as we're all very busy working on… well, the stuff I'm going to be talking about today!
As you all know, Update 1.3 and Voice of the People launched a few days ago. It's a big update, particularly to the political subsystems in the game, and it hasn't been without some bugs and balance issues. We have already rolled out a fix for the bug that omitted newlines in Chinese localization (1.3.1). We have another set of bug fixes (1.3.2) in the pipe, scheduled for next Tuesday if all tests clear.This update should fix a number of issues on the list.
We are also working on cataloging and incorporating your feedback on the new Journal Entries and events into a future update. For example, we're planning on increasing both the interactivity and challenge of the Divided Monarchy Journal Entry. Stay tuned for more on when this update will be released!
Victoria 3's Immersion Packs are meant to enhance the depth of a particular aspect of the game. For Voice of the People, that aspect is political agitation and revolutions. France is a great country to showcase these mechanics with, and we also used French aesthetics for the wealth of new art also included in Voice of the People, but the intent is not to make it a "country pack". The new map, UI skin, and command room table are available even if you don't play as France, and with the theme selector we are rolling out with Dawn of Wonder (the Art pack coming in Q3 - more on this below) you will be able to customize which theme combinations you want. Historical Agitators appear across the world, and several of the new character interactions relating to Agitators as well as coups apply regardless which country you play. Rest assured we will be rolling out country-specific content in other expansion products and updates in addition to Immersion Packs.
After the release, we received feedback suggesting that Update 1.3 - released alongside Voice of the People - has had a greater impact than the DLC itself. This is partially because we needed to introduce a significant number of new events to support the new Agitators and revamp the revolution progression system. However, the main reason for this perception is our approach to DLC development, where we don't want to lock essential mechanics behind paywalls. Mechanics spread out over multiple DLC tends to fragment the community, makes mod management harder, complicates building new features on top of old ones, and can cause features to become unbalanced over time. As an example of this approach, based on your feedback, we elected to include the Exiles mechanic in the free update rather than the DLC to address concerns about future game balance. While there is a risk this reduces the perceived value of the DLC, it ensures that the core gameplay experience remains intact and allows for future expansion without limitations.
The Voice of the People DLC still offers a range of unique content such as new events, stunning artwork, and exclusive mechanics for owners. While we understand that the number of features and improvements in the free update can lead to a lower perception of value for the DLC, we do not believe that the answer here is to simply paywall more features. Instead, we will strive to learn and improve from the criticisms of the content in Voice of the People without compromising our principal focus, which will remain on the core gameplay experience.
On the topic of lessons learnt, in case you missed it, what was originally a pre-order bonus for Voice of the People - the Agitators Jules Brunet, Georges Clemenceau, and Alexis de Tocqueville - were made available to everyone who owns Voice of the People the day after release. We didn't realize quite how valuable these characters would be to you, so thank you for making it known how you felt about this and we hope these brilliant gentlemen will help improve your great nations!
Finally, a note about the more distant future. Many of you noticed that with the availability of an Expansion Pass to upgrade from the base game to the Grand Edition, two additional products for Victoria 3 were soft-announced: the aforementioned Dawn of Wonder Art pack, and Sphere of Influence, our first major expansion. We can't get into a lot of detail on these on the Steam pages yet and as a result I've seen a lot of speculation around them. There are a few things I'd like to clarify prior to the official announcement.
First off, yes, Dawn of Wonder will include a Day/Night cycle. It is super customizable (naturally you can turn it on and off, but you can also for example scale it to in-game time so a full cycle could take 1 day or 1 year depending on your preferences - or even sync it to your computer clock for cozy nighttime play) and looks terrific in action.
Side-by-side example of a landscape at midnight and noon respectively. There is of course a gradual transition period between these as well. On-map text gradients also change with the daylight cycle, to ensure sharp text contrast even during nighttime. All map objects have been updated to provide their own light sources, where appropriate - buildings, vehicles, and more.
It doesn't have any effect on the paper map view, of course, but if you enjoy watching and listening to your little towns while playing, it really makes the world come alive. The Day/Night Cycle isn't everything in the Art pack, there will also be a hefty assortment of the kinds of things we also included in the Voice of the People Immersion Pack (thus why a theme selector will also be included).
Secondly, regarding Sphere of Influence. As mentioned in the description, among several other features this major expansion will add Power Blocs, which lets you spread your influence across the world via soft power. I have spotted a few concerns that a Sphere of Influence mechanic that served this same purpose was already included in the Victoria II base game, so I wanted to clarify what this expansion actually contains.
Victoria 3's base game already has features to model the Sphere of Influence mechanic from Victoria II: subjects, and customs unions (in fact, it's not uncommon to hear players refer to forcing nations into customs unions or subject relationships as 'sphering'). Members in a customs union share a unified market but have no other diplomatic ties, while subject nations are also forced to participate in their overlord's market but have a number of diplomatic restrictions placed on them as well. The ability to influence, cajole, or dominate other countries to force them into your market / sphere is already something you can do in Victoria 3 using a mix of diplomatic and military tools.
The idea behind Power Blocs is to make a shared market merely one of numerous ways in which countries can cooperate with (or exploit) one another. The most fundamental of these, and the core mechanic itself, will be part of the free update delivered alongside the expansion. Much like with Voice of the People, we don't want to fall into the trap of making the base game on its own obsolete over time by locking key mechanics behind paid expansions. The various ways in which players can customize Power Blocs should help make different Great Powers more distinct, enhance interaction and dependencies between nations, make Influence and Prestige feel more meaningful, and so on. While some of these options will be in the free update, others will be in the paid expansion.
So then I hear you wonder, why call the expansion Sphere of Influence? Simple answer: it's a terrific term to describe what sorts of features it contains! It may evoke the memory of one beloved mechanic from Victoria II, but the expansion itself is intended to be a broad enhancement to diplomatic gameplay with a variety of features. And as always, the fundamentals will not be paywalled.
On that note, the Sphere of Influence expansion blurb also says that investing into foreign economies will be a feature, and there have been concerns that this means we're going back on our earlier promise of making foreign expansion available in a free update. To be clear, we are always going to allow for foreign expansion in your subject nations, with or without the Sphere of Influence expansion. The expansion will add a great deal more options to Power Blocs, foreign expansion, interference in other countries' politics, and much more - but the core systems will be in the free update, since that's how we keep them current and fresh and can build on them in the future.
The release dates for Dawn of Wonder and Sphere of Influence listed on Steam are placeholder dates until their respective announcements, but do roughly reflect reality. Sphere of Influence is scheduled for early 2024, to allow sufficient time to implement new features of considerable complexity, but that's not how long you have to wait for another major update! We are also planning for another major free update - with an open beta - before 2023 is over, similar in scope to our 1.2 release. Some of the improvements to the diplomatic gameplay we're currently developing for the update alongside Sphere of Influence is targeting this release rather than the one in Q1 2024. You will hear a bit more about that next week when we return to give you an update to our post-release plans!
I hope this has cleared up a few of your questions and concerns! In closing, we are very happy to see the big uptick in player numbers since Update 1.3 and Voice of the People, and we hope you are all enjoying your time with it!
Victoria 3: Hotfix 1.3.1 is now LIVE!
Greetings Victorians!
- Fixed an issue with new lines not working properly in the Chinese localization
Victoria 3: Voice of the People Now Available
Lose yourself in the dramatic political maneuvering of the 19th century as famous figures from history lobby for their preferred policies in Voice of the People, a new immersion pack for Victoria 3, available today. With dozens of new historical characters, you can write an intriguing new history of the Victorian age, where nihilist authors and liberal reformers challenge established authorities.
Victoria 3 is Paradox Interactive’s grand strategy simulation of society in the century from Andrew Jackson to World War I. Players guide the industrial, political and social development of a historic nation, moving with the tides of time as new ideologies and shifting political alliances challenge your grand plans. In Voice of the People, more historical flavor is added with new characters integrated into the new Agitator mechanic, as well as a deeper simulation of French politics of the century, with new events, missions, and more.
Features of Victoria 3: Voice of the People include:
Over 60 New Historical Agitators: Explore new alternate histories with real historical characters, including John Brown, Emmeline Pankhurst, and Enver Pasha. These characters are integrated into the new free Agitator system, which allows for greater variety and engagement in the political reform and development of your nation.
Special Agitator Actions: Aid the agitators by promoting them to lead Interest Groups, or send them into exile to blunt their impact. You can also, in some cases, invite other nations’ exiles into your society to take advantage of their ideas.
Unique French Content: New events, journal missions, and decisions inspired by French history. Press your advantage in Northern Africa, back one of royal claimants, or establish a strong French Empire in Europe and worldwide.
New French Buildings: Historic structures from France added to the map.
New Art: A paper map unique to Voice of the People, wrapped in a new art nouveau appearance. New animations for revolutions highlight the interest groups in revolt, and new clothing and uniforms are added for many societies.
The release of Voice of the People accompanied a major free update to Victoria 3, available to all Victoria players. This update includes the new Agitator System, which allows individual characters to appear to push for political reforms that may not be available or desired by your current government. There will also be new political ideologies for France, changes to the world map, and reworks of the legislative and revolutionary processes, along with many other changes.
Paradox Interactive has also announced a new Expansion Pass for Victoria 3, which includes Voice of the People, two already released cosmetic packs, one forthcoming art pack, and the upcoming first major expansion to the game. This bundle offers a significant discount on buying each item separately, and includes cosmetic packs otherwise unavailable.
The Victoria 3 Expansion Pass includes:
American Buildings Pack: In many ways, the 19th century was the American Century - continental expansion, rapid population growth, and the stirring of an overseas empire. This pack includes unique building models for the United States, special American designs for other structures and the American Capitol Building as a landmark.
Melodies for the Masses: Inspired by the lives of the common people of the Victorian age, this selection of music draws on the sounds of farms and the towns. Drink in the musical reflections on the rural world that dominated society until the rise of the factory and the shriek of the steam whistle.
Voice of the People: This immersion pack for Victoria 3 adds more historical content to the game, including over 60 historical characters who can Agitate for change in your society. Major historical figures like Mazzini and Lenin may arise in your nation, pushing their agenda - either with you or against you. Voice of the People also includes new historical content for France, including events, political parties and unique historical decisions and journal entries. New art includes French building models, a new paper map, and a new UI theme.
Dawn of Wonder: 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. A day-night cycle marks the time you spend in game, and other images shine with new life as the dawn of a new age is reflected in the art itself.
Sphere of Influence: In a more civilized age, the pen is supposed to be mightier than the sword. The first major expansion for Victoria 3 increases the depth and immersion of the diplomatic game. Build Power Blocs to protect regional interests, invest in foreign economies and interfere in your subjects' politics.
Today we released Voice of the People as well as the new Victoria 3 Expansion Pass - and as usual these new releases are 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 bugreports in the bug reporting forum, thank you! (We will not be able to collect bug reports from Steam)
We can not give any guarantees that save files from 1.2.x will be working in 1.3 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).
We hope that you will enjoy these updates for Victoria 3!
Major Features in Update 1.3
Agitator characters (new role) that create or empower Political Movements
Ability to invite Agitators exiled by other countries
New 'Character Interaction' system adds ability to interact directly with characters in your country (script extensible for modders)
Character Interactions: Exile Character, Repatriate Exile, Royal Marriage
Reworked Law Enactment mechanic, putting a law through three phases before it is passed
Reworked Revolution Progression mechanic with a plethora of new Revolution events
Politics Overview Panel overhaul providing easier overview of your Loyal and Radical Interest Groups, among other enhancementsA
New Political Movements panel giving you a breakdown of supporting Interest Groups, Agitators, and Pops
New Revolution map marker and visuals
New Law group: Land Reform
New Church & State Law: State Atheism
New Distribution of Power Laws: Single-Party State, Technocracy
New Economic System Law: Industry Banned
"Petition" Journal Entry lets Interest Groups in government encourage the passing of their desired laws
Country border rework for France, Algiers, parts of Africa and Germany
8 new Achievements
Improvements
Added a "Supported Law Cancelled" modifier that radicalizes a placated movement when their law enactment is cancelled
Political Movements can no longer become revolutionary without the support of an Interest Group
Added an effect to create more radicals from Standard of Living changes when a country has negative Authority
Added Opium growing potential to states in Ottoman Empire, Mexico, New Granada and Van Diemen's Land
Characters are more likely to become opium addicts if their culture is obsessed with opium
Freed Afro-American/Caribbean/Brazilian etc. nations now get an event that ensures slavery is almost always abolished in their nation
Added Coal and Gold potential to Morocco and the Sahara to account for historic coal and silver fields
Added Whaling Station potential to a few states around the world based on historic catch data
Buildings with low cash reserves, at least 10% employment, and low profits will now avoid hiring more employees, as this would often result in those employees then being fired a few weeks later
Female leaders of Interest Groups will now only show up after Women's Suffrage is passed (unless they are generated by special content such as the struggle for said suffrage), to better reflect historical disenfranchisement of women in politics
Base enactment time of various law groups adjusted to match new 3-phase enactment system
Populated the database with historical Scandinavian IG leaders, admirals, and generals
Haitian and Dominican population numbers and cultures have been updated to better reflect the situation in 1836
Updated population numbers in Belgium and the Netherlands to be more historically accurate
Montenegro has been shrunk even more to better reflect 1836 borders
Russian generals now have defined ideologies and interest groups
Updated the names and locations of hubs in Japan, Sakhalin and Taiwan to be more historically accurate
Revised the starting setup around the Lower Niger River and Mozambique
Auto expanding buildings will no longer evaluate the length of the construction queue but only check that Cash Reserves and Market Access are above 95%
AI
Fixed a bug that was preventing some AIs with high budget surpluses from constructing high-priority government buildings such as Construction Sectors
AI (and Autonomous Investment) is now much more averse to overbuilding in states that don't have the infrastructure to support it
AI (and Autonomous Investment) will no longer continue to build railway buildings in states that have full market access but no workforce to support new buildings
AI is now better at prioritizing universities and innovation generation, particularly at using the more advanced University PMs
AI now has a greater tendency to make 'return state' wargoals into primary wargoals, particularly in cases when they're trying to complete a journal entry
Fixed an issue where the AI would repeatedly declare and then break rivalries
AI is now less inclined to seize Treaty Ports without having a strong reason to want them
AI is now more keen to rival countries back if they don't have the Conciliatory attitude
Peace evaluation AI no longer considers already enforced war goals as missed opportunities
Balance
Greatly expanded weights for when pops will join Political Movements independently of their Interest Groups
Monarchs and heirs now have a variety of factors affecting which Interest Group they are aligned with
Non-Commander characters are now less likely to become Wounded
Reduced the chance of Bankrolling giving you an obligation each week from 1% to 0.2%
Increased the number of radicals generated when conquering states that are not both homelands and a claim of the conqueror
Caudillismo ideology now favors Presidential Republic
Corn Laws now requires significantly expensive grain prices, and grants a Market Liberal Landowner Agitator rather than an IG leader
Landowner and Industrialist characters are more likely to have Expensive Tastes
Officers now gain Political Strength from the Autocracy law
Raised maximum personality traits for characters to 2 and reduced maximum skill traits for characters to 2
Council Republic now gets some Legitimacy from share of votes
Presidential Republic now gets a Legitimacy bonus for having head of state in government, but slightly less legitimacy from share of votes
Pops working in Subsistence Buildings now have the impact of Expected Standard of Living from Literacy greatly decreased
Reduced tech costs in era 4 and 5 to make it not quite so difficult to reach endgame tech
British East India now starts with railways technology
Interest Groups will now have a slightly higher tendency to support political movements if an Agitator of that interest group is supporting the political movement
Support for Multiculturalism is now found in the Humanitarian ideology
Various personality traits are now incompatible with each other
Added Logging Camp potential to Connecticut
Significantly reduced the speed at which characters gain skill traits over time, particularly if they are exiles or commanders in the recruitment pool
Several more building types are now subject to Dangerous Working Conditions
Adjusted pop attraction for the Devout Interest Group
Muslim characters are now less likely to become Alcoholics
Radical ideology no longer has a stance on Citizenship laws
Sepoy Mutiny is now a normal Diplomatic Play rather than an instant war
Industrial Barriers event now targets only notable minorities
Reduced throughput modifier on "Industrial Safety Slowdowns" from 50% to 10%
Changed the requirements of The Gamble to require multiple Interest Groups in government
Art
Added an option to enable an alternate occupation visual (stripes instead of flags) under Game settings
Added visual planes flying over the military units for the Aerial Reconnaissance production method
Military visual effects overhaul
Children now wear unique age-appropriate clothing
Heirs in monarchies are no longer bald and clean-shaven throughout their entire lives
Revised clothing weighting so children do not wear clothes that clip through their bodies
Tweaked pollution VFX
Louis Delescluze is now prohibited from wearing hats
Added Garibaldi's red shirts as dynamic soldier and officer pop clothing
Added a late-game uniform variant for the United States
Interface
Updated the Law tab, Law Group panel, and the Law Enactment outliner item with the improved Law Enactment system
Attached the associated Law enactment events to the Law enactment item in the outliner for much better visibility and feedback
Attached the associated Revolution events to the Revolutionary Political Movement item in the outliner for much better visibility and feedback
Improved the layout of the Interest Group panel
More informative tooltips for Political Movements and Revolutions
Combined Radicals and Loyalists graphs into one and make sure to always show this graph instead of the old one
Reworked the Law Enactment popup to actually be readable now
Added the outcome of the Law Enactment checkpoint to the Law Enactment event that spawned because of it for better feedback of what has happened
Added a State Construction Summary Map Marker for when there is more than one Building being actively expanded in a State, to reduce the amount of Construction Map Markers covering the map
Sort the entire Modifier databases to make tooltips more readable throughout the entire game
Added more information of any supported Political Movements on the Interest Groups themselves and their tooltips
Added the State's urbanization value to State tooltip and Urban Center building tooltip
Made several changes and tweaks to Alerts and Current Situation items to make them less spammy and more informative, including deactivating a few and moving their information to more appropriate places throughout the UI
Added functionality to unhide all Important Actions you have previously hidden
Added button to 'hide' an Important Action in the Current Situation window
Improved the Pop Support tooltip for politically inactive and total support number
Improved the Reform Government suggested options buttons and make it clearer which one is currently selected
Potential time-out results of Journal Entries can now be seen at the bottom of the corresponding Journal Entry panel if it has any
Added background colors for Journal Entry completion and failure effects
New game concept 'Neutral' has been added to explain the middle step of Loyalism/Radicalism better
Renamed Politically Inactive to Politically Unaligned to better describe what it means
Fixed an issue where a save made in the observer mode would look broken in the launcher
Fixed that the white peace button would always appear as if the AI would not accept it
Added Trade Route size trend indicator to the Trade Route list items
Liberate Country wargoal will now highlight the country being liberated on the map
Character tooltips have been updated with all relevant information for Agitators and Political Movements
Made the subtitles of all left side panels be consistent and have go-to buttons to relevant things if possible
Added the government/opposition stance to the top of Interest Groups' tooltips
Improved the tooltip for Research Queued
Right click menus are now accessible for all characters since there can be character interactions available for foreign characters or characters that are in the exile pool
Map interactions for Buildings you cannot expand further now have the padlock status and are not moved to the Unavailable Options list
Map interactions for Decrees are now default sorted by state name
Map interactions for Diplomatic Actions are now default sorted by country name
Map interactions status checkmark + red cross was removed from the UI and is now displayed as just a red cross
Map interactions status were reworked to prevent items from jumping from Available to Unavailable options in most cases
Added Expected Standard of Living to the State Standard of Living tooltip
Added Fancy Tooltip for Battle Conditions
Added Important Action for States with a high amount of Pops living under their Expected Standard of Living
Sort Decisions that can be taken on top of the Decision list
Migration Target Map Markers are now visible when zoomed further out
Cut down the amount of decimals for several Modifiers in order to make them more readable
Show Acceptance description for Citizenship and Church and State laws at the top of those Law tooltips
Show number of Battalions that can be Mobilized at the top of the Army Model and Internal Security Law tooltips
Reverse the order of the Ideology stances in the Ideology tooltip to show the Laws that Ideology approve of before the ones they disapprove of
Added Expected Standard of Living to the State Standard of Living tooltip
Players can now pin any market they desire to the outliner in the market panel
Improved map list panel for rivalry action
Added DLC icons with activation status and Steam store links to the main menu
Improved the Character right-click menu
Moved the "This option will be auto-picked" icon to the other side of the button in order to make it easier to get into the nested tooltip for that option
State Traits now shown as Map Markers in the Production Lens
Unrealized Taxes breakdown now shown in the Budget Panel
Interest Groups that support a Law are now shown on the first level of the Law tooltip
Fixed a bug where maplist highlight was not removed on mouse leave
The GDP chart now shows Yearly GDP instead of Weekly GDP, matching what's shown in the topbar
Empty values in initial land/naval battle size tooltips are now omitted
Fixed that an observer would see the game over screen if the country that they are observing was annexed
Improved the Current Situation for low standard of living
Made the Election panel handle more than 3 Parties
Trimmed recruitable commander tooltip
The 'Gold Reserves' widget in the budget panel is no longer empty when you have no gold reserves, instead just showing an empty bar
Removed (almost) unused highlight from Technologies
Added new background to map list options
Fix sidebar from opening too eagerly in some languages
Narrative Content
New dynastic Ideologies for France: Orleanist, Legitimist, and Bonapartist
New Ideologies: Positivist, Luddite, Socialist
Added Humanitarian, Protectionist, Jacksonian Democrat, and Authoritarian leader ideologies Socialist Ideology is now added to the Trade Unions after researching Socialism
Journal Entries are now inherited by a victorious revolution, meaning that JEs such as China's 'Fragile Unity' will not be abruptly ended if the Qing government is overthrown in a revolution
Major revisions to the Journal Entries surrounding German Unification. The process of annexing German minors through Customs Unions has been removed, and instead the JEs much more closely follow the historical narrative, starting with the Schleswig-Holstein question and allowing for annexation of North/South German minors only on the completion of the German Leadership War
Implemented a journal entry and variety of events for nihilist movements
Updated and expanded the Belle Époque journal entry
Nihilists now support State Atheism
Added Ruhr State Region
Added Rhineland releasable nation
Made Grand Exhibition more playable, removed inconsistencies, provided bonus to techs researched during the Journal Entry
Added events that retire agitators that no longer serve a purpose
Added events about the passing of Land Ownership laws
Added events about the passing of Industry Banned laws
Added some agitators present at game start
Added several events that allow for interaction with exiles
Added events that fire when you have an ongoing revolution
Added Franco-Provencal culture
Added additional character traits
Reduced the frequency of the 'Arming the Natives' Patagonia event, but made the effects more impactful.
Added Savoy releasable, for Franco-Provencal lands
Abe Lincoln only appears as an Interest Group leader when he's old enough to be President
Specified Switzerland's religion as Protestant, but gave it more explicitly Catholic leaders as well
Changed "Swiss" culture to "Alemannic", and changed all keys referring to Swiss culture
Converted the French history character file to solely use character templates
Added Flag for the USA if it were to be formed by California
Added new flags for communist California and if California controls Baja California
Performance
Improved performance of tutorial highlights
Map particle optimization
Modding
All logging console commands are now renamed to start with "Logging." and log output in a standardized way
Added Character.IsInExilePool and Character.IsExile for gui and loc scripting
Added new effect exile_character
Added new effect remove_character_role
Added the ability to scope to a character's home country (as opposed to their current country) via home_country
Added new triggers is_exile and is_in_exile_pool
Added political_movement link from a character to the movement they support and supporting_character link in the other direction
Ideologies can now have a priority value set, which determines which ideology is used when two non-leader ideologies have a stance on the same law group
Added a has_template trigger that can be used on characters to check if they are a certain template
Added new gui and loc script functions to access an exile's home country and interest group type
The trigger is_interest_group_type can now also be used in character scope (this is useful for exiles)
Added scripted weight ai_enact_weight_modifier to laws that allows direct modification of the AI's weight to enact that law
Added an on_action for when a law enactment a political movement supports is cancelled
Added a cancel_enactment effect
Added new trigger can_ruler_have_command to determine if a ruler can be granted command of the country's armies
New triggers investment_pool_net_income & investment_pool_gross_income
ordered_preferred_law scriptlist for laws sorted by scoped Interest Group approval
Added a console logging command for concluded battles
Added number of buildings, total building levels, and number of global unemployed pops to world population log
Added a has_monarch_ideology scripted trigger
land_hq trigger can now also be called in state scope
Bugfixes
It is no longer possible to recruit Commanders to temporary HQs
Fixed many instances where population, loyalists, or radicals values could overflow
Fixed labels for Tax Types in the Population Overview panel
Fixed a bug where Serfdom only unlocks Serfdom PM options rather than automatically enforce it
A war goal that has already been enforced (due to capitulation) can no longer be pressed again in peace deals.
Fixed a bug that allowed to exceed a building's max level cap
The Regime Change wargoal should now correctly create a government that has at least one shared Interest Group with the wargoal holder and force them to re-evaluate their political strategy shortly after being enforced
Alerts referring to wars will now open the correct panel when clicked rather than do nothing
Made loyalists and radicals tooltip numbers be red and green as intended
Insubordinate Jingoist event now adds tension instead of creating a native uprising
Rubber plantations are now affected by the Encourage Resource state decree
Fixed a crash where the game would try to reset script variables in a read-only (invalid) scoped object.
Subject countries can now only support their overlord as a unification candidate
The lower bound for throughput bonus is now -1 (in other words no throughput at all), rather than throughput bonus being capped to only positive values
Reduced Whaling Stations mortality
Fixed several bugs in the Internal Security laws
Fixed overflow of party name on Interest Group panel
Fixed issues that could happen during clean up of a commander's orders
German States will no longer be forced into Hannover's market if they left before Victoria comes to power
Honorable Restoration JE now requires that Japan is a monarchy
Rogue Imperialist and Colonial Clash events can now trigger only once per country
Fixed the potential crash-to-desktop on game exit when the save game window was open
Feminism and Patriarchal Suffrage now have their stances on Rights of Women/Free Speech override any stance from base ideologies, such as Liberal
Fixed an issue that prevented Unification play from being launched if all potential targets were in a Customs Union
Battle modifiers for captured provinces and recovery rate now work correctly
People's Springtime.5 event can no longer apply to the same state twice, and now applies only to incorporated states
Renamed the Maures culture to Bidan, and changed cultural traits to fit history more accurately.
Fixed a bug where buildings that have not been constructed yet would show an alert for being unable to hire
Scripted army_size link no longer includes conscripts by default, which should fix tutorial and the assumptions behind several AI scripts (new link army_size_including_conscripts now covers the previous use case)
Several missing or wrong UI highlights during the Tutorial have been fixed
Added the correct Interest Group tooltip for Interest Group buttons everywhere
Removed the in-government icon from the Interest Group icon on the Interest Group tooltip due to clipping
Fixed various small localization errors (spelling, grammar, phrasing etc.) across a number of game concepts
Changed the Naval Invasion Battle panel subtitle to mention Naval Invasion instead of battle
Assassination events now correctly invalidate if the assassin's target dies from other causes
Fixed loc string for modifier_unit_supply_consumption_mult
Romania is no longer a valid country for secessionists
Tanzimat: Suppress Separatism now fails with over 50% secession progress
Fixed an issue where the "show invalid savegames" checkbox had no effect.
Fixed a bug where bankrolling pacts would be cancelled unexpectedly
Fixed a bug where new traits for characters were not updated until game reload
Fixed a bug where occupying a province with connection via strait to an isolated island could cause split occupation
Fixed an issue when after researching quinine colony progress speed wasn't updated
Fixed a bug where countries without elections had no last reform date saved
add_pollution effect now displays correct amount of pollution
Characters in the "void" no longer gain skill traits over time
Turkestan now counts the state of Ili in the list of possible states to form Turkestan in
Releasing Transcaucasia no longer requires Yemen to be released
Removed duplicate modifiers for Livestock Ranch throughput modifiers
"Dangerous Equipment" and all other pm_events now have a five year cooldown
Option C of the "Kindly Burn this Letter" event no longer throws endless errors.
Removed NULL_OBJ from the name of goldrush.5
Sepoy Mutiny no longer leaves states unincorporated for the EIC once defeated
Sepoy Mutiny no longer results in the EIC having two annex wargoals
bic_breakup.1 event no longer fires every month when its conditions are satisfied
bic_breakup.1 event now properly switches the Devout to the Hindu Priesthood in the pan-nationalist option
Fixed several bugs in the Child Labour events
Resolved several issues in the Psychology event chain
Added missing icon to the Marginalized concept tooltip
Rhode Island forestry hub now has a name
Fixed an issue where the load savegame confirmation window would remain opened outside the load game view.
Fixed an issue with the Nicaragua, Tripoli and Cauca Treaty Ports not being properly defined
Fixed a bug where the Opium Wars victory event could display without a title
Fixed some instances in which tutorial lessons could end up referring to a null object
Fixed a bug where the custom German flags based on different unifiers would not work if NGF/SGF was formed on the way to becoming Germany
italian_unification.1.b now uses the correct loc key
Fixed an issue that led to scope problems in expedition conclusion events
Dev Diary #86 - Changelog Update 1.3/VOTP
Hello and welcome to our final development diary before the release of Voice of the People and Update 1.3 on May 22! Today I have the pleasure of announcing the full list of changes made for both the Immersion Pack and the free update.
But first, let's talk about new Achievements! We have 15 new challenges for you, 12 of which are exclusive to Voice of the People and 3 that are also valid for the base game.
New Achievements for Voice of the People
It Never Ends: Cement the Bonaparte dynasty, become a Republic, and Stamp Out Monarchism
Hexagon No More: Complete the Natural Borders of France Journal Entry
Emperor Norton: As the USA, become a Monarchy with Joshua Norton as monarch
Shut the Door Behind You: Have an invited Exile become the ruler of your nation and pass the Closed Borders Law
Crush the Commune: As France, defeat the rebellion of the Paris Commune
Military Junta: Have the Armed Forces coup the government
Huge Ego, Sorry: Unite Germany and have Max Stirner rule your nation
New Achievements for Update 1.3
Agitate Elsewhere: Exile an Agitator with at least 100 Popularity
Amish Paradise: As a Yankee nation, pass the Industry Banned Law before 1846 and have at least 20 average Standard of Living
Authoritarian: Pass the Single-Party State, Militarized Police, and Outlawed Dissent Laws
Breadbasket: Pass the Homesteading Law and be the leading producer of Grain and Groceries
Euphoric: Pass the State Atheism Law and have the Intelligentsia be Powerful
L'Allemagne, c'est Rien: As France, prevent Germany from unifying until 1930
Meiji Restoration: Complete the Restoration Journal Entries as Japan before 1912
Vox Populi: Pass a Law with the support of an Agitator
Major Features in Voice of the People
60+ Historical Agitators
Many new Journal Entries and events relating to France, including dynastic squabbles, the colonization of Algeria, the Dreyfus Affair, the Paris Commune, and more
French building model set
New UI theme inspired by Art Nouveau
New paper map and map room look & feel
New outfits for historic and generic characters
City hub VFX for revolutions depending on which Interest Groups are revolting
Over a dozen new event images
Character interactions for making an Agitator an Interest Group leader or granting them military command
Character interaction to force a monarch to Abdicate under certain conditions
"Coup!" Journal Entry that can cause angry Interest Groups in government to seize power
New events about the adventures of Guiseppe Garibaldi
7 new Achievements
Major Features in Update 1.3
Agitator characters (new role) that create or empower Political Movements
Ability to invite Agitators exiled by other countries
New 'Character Interaction' system adds ability to interact directly with characters in your country (script extensible for modders)
Character Interactions: Exile Character, Repatriate Exile, Royal Marriage
Reworked Law Enactment mechanic, putting a law through three phases before it is passed
Reworked Revolution Progression mechanic with a plethora of new Revolution events
Politics Overview Panel overhaul providing easier overview of your Loyal and Radical Interest Groups, among other enhancements
New Political Movements panel giving you a breakdown of supporting Interest Groups, Agitators, and Pops
New Revolution map marker and visuals
New Law group: Land Reform
New Church & State Law: State Atheism
New Distribution of Power Laws: Single-Party State, Technocracy
New Economic System Law: Industry Banned
"Petition" Journal Entry lets Interest Groups in government encourage the passing of their desired laws
Country border rework for France, Algiers, parts of Africa and Germany
8 new Achievements
Improvements
Added a "Supported Law Cancelled" modifier that radicalizes a placated movement when their law enactment is cancelled
Political Movements can no longer become revolutionary without the support of an Interest Group
Added an effect to create more radicals from Standard of Living changes when a country has negative Authority
Added Opium growing potential to states in Ottoman Empire, Mexico, New Granada and Van Diemen's Land
Characters are more likely to become opium addicts if their culture is obsessed with opium
Freed Afro-American/Caribbean/Brazilian etc. nations now get an event that ensures slavery is almost always abolished in their nation
Added Coal and Gold potential to Morocco and the Sahara to account for historic coal and silver fields
Added Whaling Station potential to a few states around the world based on historic catch data
Buildings with low cash reserves, at least 10% employment, and low profits will now avoid hiring more employees, as this would often result in those employees then being fired a few weeks later
Female leaders of Interest Groups will now only show up after Women's Suffrage is passed (unless they are generated by special content such as the struggle for said suffrage), to better reflect historical disenfranchisement of women in politics
Base enactment time of various law groups adjusted to match new 3-phase enactment system
Populated the database with historical Scandinavian IG leaders, admirals, and generals
Haitian and Dominican population numbers and cultures have been updated to better reflect the situation in 1836
Updated population numbers in Belgium and the Netherlands to be more historically accurate
Montenegro has been shrunk even more to better reflect 1836 borders
Russian generals now have defined ideologies and interest groups
Updated the names and locations of hubs in Japan, Sakhalin and Taiwan to be more historically accurate
Revised the starting setup around the Lower Niger River and Mozambique
Auto expanding buildings will no longer evaluate the length of the construction queue but only check that Cash Reserves and Market Access are above 95%
AI
Fixed a bug that was preventing some AIs with high budget surpluses from constructing high-priority government buildings such as Construction Sectors
AI (and Autonomous Investment) is now much more averse to overbuilding in states that don't have the infrastructure to support it
AI (and Autonomous Investment) will no longer continue to build railway buildings in states that have full market access but no workforce to support new buildings
AI is now better at prioritizing universities and innovation generation, particularly at using the more advanced University PMs
AI now has a greater tendency to make 'return state' wargoals into primary wargoals, particularly in cases when they're trying to complete a journal entry
Fixed an issue where the AI would repeatedly declare and then break rivalries
AI is now less inclined to seize Treaty Ports without having a strong reason to want them
AI is now more keen to rival countries back if they don't have the Conciliatory attitude
Peace evaluation AI no longer considers already enforced war goals as missed opportunities
Balance
Greatly expanded weights for when pops will join Political Movements independently of their Interest Groups
Monarchs and heirs now have a variety of factors affecting which Interest Group they are aligned with
Non-Commander characters are now less likely to become Wounded
Reduced the chance of Bankrolling giving you an obligation each week from 1% to 0.2%
Increased the number of radicals generated when conquering states that are not both homelands and a claim of the conqueror
Caudillismo ideology now favors Presidential Republic
Corn Laws now requires significantly expensive grain prices, and grants a Market Liberal Landowner Agitator rather than an IG leader
Landowner and Industrialist characters are more likely to have Expensive Tastes
Officers now gain Political Strength from the Autocracy law
Raised maximum personality traits for characters to 2 and reduced maximum skill traits for characters to 2
Council Republic now gets some Legitimacy from share of votes
Presidential Republic now gets a Legitimacy bonus for having head of state in government, but slightly less legitimacy from share of votes
Pops working in Subsistence Buildings now have the impact of Expected Standard of Living from Literacy greatly decreased
Reduced tech costs in era 4 and 5 to make it not quite so difficult to reach endgame tech
British East India now starts with railways technology
Interest Groups will now have a slightly higher tendency to support political movements if an Agitator of that interest group is supporting the political movement
Support for Multiculturalism is now found in the Humanitarian ideology
Various personality traits are now incompatible with each other
Added Logging Camp potential to Connecticut
Significantly reduced the speed at which characters gain skill traits over time, particularly if they are exiles or commanders in the recruitment pool
Several more building types are now subject to Dangerous Working Conditions
Adjusted pop attraction for the Devout Interest Group
Muslim characters are now less likely to become Alcoholics
Radical ideology no longer has a stance on Citizenship laws
Sepoy Mutiny is now a normal Diplomatic Play rather than an instant war
Industrial Barriers event now targets only notable minorities
Reduced throughput modifier on "Industrial Safety Slowdowns" from 50% to 10%
Changed the requirements of The Gamble to require multiple Interest Groups in government
Art
Added an option to enable an alternate occupation visual (stripes instead of flags) under Game settings
Added visual planes flying over the military units for the Aerial Reconnaissance production method
Military visual effects overhaul
Children now wear unique age-appropriate clothing
Heirs in monarchies are no longer bald and clean-shaven throughout their entire lives
Revised clothing weighting so children do not wear clothes that clip through their bodies
Tweaked pollution VFX
Louis Delescluze is now prohibited from wearing hats
Added Garibaldi's red shirts as dynamic soldier and officer pop clothing
Added a late-game uniform variant for the United States
Interface
Updated the Law tab, Law Group panel, and the Law Enactment outliner item with the improved Law Enactment system
Attached the associated Law enactment events to the Law enactment item in the outliner for much better visibility and feedback
Attached the associated Revolution events to the Revolutionary Political Movement item in the outliner for much better visibility and feedback
Improved the layout of the Interest Group panel
More informative tooltips for Political Movements and Revolutions
Combined Radicals and Loyalists graphs into one and make sure to always show this graph instead of the old one
Reworked the Law Enactment popup to actually be readable now
Added the outcome of the Law Enactment checkpoint to the Law Enactment event that spawned because of it for better feedback of what has happened
Added a State Construction Summary Map Marker for when there is more than one Building being actively expanded in a State, to reduce the amount of Construction Map Markers covering the map
Sort the entire Modifier databases to make tooltips more readable throughout the entire game
Added more information of any supported Political Movements on the Interest Groups themselves and their tooltips
Added the State's urbanization value to State tooltip and Urban Center building tooltip
Made several changes and tweaks to Alerts and Current Situation items to make them less spammy and more informative, including deactivating a few and moving their information to more appropriate places throughout the UI
Added functionality to unhide all Important Actions you have previously hidden
Added button to 'hide' an Important Action in the Current Situation window
Improved the Pop Support tooltip for politically inactive and total support number
Improved the Reform Government suggested options buttons and make it clearer which one is currently selected
Potential time-out results of Journal Entries can now be seen at the bottom of the corresponding Journal Entry panel if it has any
Added background colors for Journal Entry completion and failure effects
New game concept 'Neutral' has been added to explain the middle step of Loyalism/Radicalism better
Renamed Politically Inactive to Politically Unaligned to better describe what it means
Fixed an issue where a save made in the observer mode would look broken in the launcher
Fixed that the white peace button would always appear as if the AI would not accept it
Added Trade Route size trend indicator to the Trade Route list items
Liberate Country wargoal will now highlight the country being liberated on the map
Character tooltips have been updated with all relevant information for Agitators and Political Movements
Made the subtitles of all left side panels be consistent and have go-to buttons to relevant things if possible
Added the government/opposition stance to the top of Interest Groups' tooltips
Improved the tooltip for Research Queued
Right click menus are now accessible for all characters since there can be character interactions available for foreign characters or characters that are in the exile pool
Map interactions for Buildings you cannot expand further now have the padlock status and are not moved to the Unavailable Options list
Map interactions for Decrees are now default sorted by state name
Map interactions for Diplomatic Actions are now default sorted by country name
Map interactions status checkmark + red cross was removed from the UI and is now displayed as just a red cross
Map interactions status were reworked to prevent items from jumping from Available to Unavailable options in most cases
Added Expected Standard of Living to the State Standard of Living tooltip
Added Fancy Tooltip for Battle Conditions
Added Important Action for States with a high amount of Pops living under their Expected Standard of Living
Sort Decisions that can be taken on top of the Decision list
Migration Target Map Markers are now visible when zoomed further out
Cut down the amount of decimals for several Modifiers in order to make them more readable
Show Acceptance description for Citizenship and Church and State laws at the top of those Law tooltips
Show number of Battalions that can be Mobilized at the top of the Army Model and Internal Security Law tooltips
Reverse the order of the Ideology stances in the Ideology tooltip to show the Laws that Ideology approve of before the ones they disapprove of
Added Expected Standard of Living to the State Standard of Living tooltip
Players can now pin any market they desire to the outliner in the market panel
Improved map list panel for rivalry action
Added DLC icons with activation status and Steam store links to the main menu
Improved the Character right-click menu
Moved the "This option will be auto-picked" icon to the other side of the button in order to make it easier to get into the nested tooltip for that option
State Traits now shown as Map Markers in the Production Lens
Unrealized Taxes breakdown now shown in the Budget Panel
Interest Groups that support a Law are now shown on the first level of the Law tooltip
Fixed a bug where maplist highlight was not removed on mouse leave
The GDP chart now shows Yearly GDP instead of Weekly GDP, matching what's shown in the topbar
Empty values in initial land/naval battle size tooltips are now omitted
Fixed that an observer would see the game over screen if the country that they are observing was annexed
Improved the Current Situation for low standard of living
Made the Election panel handle more than 3 Parties
Trimmed recruitable commander tooltip
The 'Gold Reserves' widget in the budget panel is no longer empty when you have no gold reserves, instead just showing an empty bar
Removed (almost) unused highlight from Technologies
Added new background to map list options
Fix sidebar from opening too eagerly in some languages
Narrative Content
New dynastic Ideologies for France: Orleanist, Legitimist, and Bonapartist
New Ideologies: Positivist, Luddite, Socialist
Added Humanitarian, Protectionist, Jacksonian Democrat, and Authoritarian leader ideologies Socialist Ideology is now added to the Trade Unions after researching Socialism
Journal Entries are now inherited by a victorious revolution, meaning that JEs such as China's 'Fragile Unity' will not be abruptly ended if the Qing government is overthrown in a revolution
Major revisions to the Journal Entries surrounding German Unification. The process of annexing German minors through Customs Unions has been removed, and instead the JEs much more closely follow the historical narrative, starting with the Schleswig-Holstein question and allowing for annexation of North/South German minors only on the completion of the German Leadership War
Implemented a journal entry and variety of events for nihilist movements
Updated and expanded the Belle Époque journal entry
Nihilists now support State Atheism
Added Ruhr State Region
Added Rhineland releasable nation
Made Grand Exhibition more playable, removed inconsistencies, provided bonus to techs researched during the Journal Entry
Added events that retire agitators that no longer serve a purpose
Added events about the passing of Land Ownership laws
Added events about the passing of Industry Banned laws
Added some agitators present at game start
Added several events that allow for interaction with exiles
Added events that fire when you have an ongoing revolution
Added Franco-Provencal culture
Added additional character traits
Reduced the frequency of the 'Arming the Natives' Patagonia event, but made the effects more impactful.
Added Savoy releasable, for Franco-Provencal lands
Abe Lincoln only appears as an Interest Group leader when he's old enough to be President
Specified Switzerland's religion as Protestant, but gave it more explicitly Catholic leaders as well
Changed "Swiss" culture to "Alemannic", and changed all keys referring to Swiss culture
Converted the French history character file to solely use character templates
Added Flag for the USA if it were to be formed by California
Added new flags for communist California and if California controls Baja California
Performance
Improved performance of tutorial highlights
Map particle optimization
Modding
All logging console commands are now renamed to start with "Logging." and log output in a standardized way
Added Character.IsInExilePool and Character.IsExile for gui and loc scripting
Added new effect exile_character
Added new effect remove_character_role
Added the ability to scope to a character's home country (as opposed to their current country) via home_country
Added new triggers is_exile and is_in_exile_pool
Added political_movement link from a character to the movement they support and supporting_character link in the other direction
Ideologies can now have a priority value set, which determines which ideology is used when two non-leader ideologies have a stance on the same law group
Added a has_template trigger that can be used on characters to check if they are a certain template
Added new gui and loc script functions to access an exile's home country and interest group type
The trigger is_interest_group_type can now also be used in character scope (this is useful for exiles)
Added scripted weight ai_enact_weight_modifier to laws that allows direct modification of the AI's weight to enact that law
Added an on_action for when a law enactment a political movement supports is cancelled
Added a cancel_enactment effect
Added new trigger can_ruler_have_command to determine if a ruler can be granted command of the country's armies
New triggers investment_pool_net_income & investment_pool_gross_income
ordered_preferred_law scriptlist for laws sorted by scoped Interest Group approval
Added a console logging command for concluded battles
Added number of buildings, total building levels, and number of global unemployed pops to world population log
Added a has_monarch_ideology scripted trigger
land_hq trigger can now also be called in state scope
Bugfixes
It is no longer possible to recruit Commanders to temporary HQs
Fixed many instances where population, loyalists, or radicals values could overflow
Fixed labels for Tax Types in the Population Overview panel
Fixed a bug where Serfdom only unlocks Serfdom PM options rather than automatically enforce it
A war goal that has already been enforced (due to capitulation) can no longer be pressed again in peace deals.
Fixed a bug that allowed to exceed a building's max level cap
The Regime Change wargoal should now correctly create a government that has at least one shared Interest Group with the wargoal holder and force them to re-evaluate their political strategy shortly after being enforced
Alerts referring to wars will now open the correct panel when clicked rather than do nothing
Made loyalists and radicals tooltip numbers be red and green as intended
Insubordinate Jingoist event now adds tension instead of creating a native uprising
Rubber plantations are now affected by the Encourage Resource state decree
Fixed a crash where the game would try to reset script variables in a read-only (invalid) scoped object.
Subject countries can now only support their overlord as a unification candidate
The lower bound for throughput bonus is now -1 (in other words no throughput at all), rather than throughput bonus being capped to only positive values
Reduced Whaling Stations mortality
Fixed several bugs in the Internal Security laws
Fixed overflow of party name on Interest Group panel
Fixed issues that could happen during clean up of a commander's orders
German States will no longer be forced into Hannover's market if they left before Victoria comes to power
Honorable Restoration JE now requires that Japan is a monarchy
Rogue Imperialist and Colonial Clash events can now trigger only once per country
Fixed the potential crash-to-desktop on game exit when the save game window was open
Feminism and Patriarchal Suffrage now have their stances on Rights of Women/Free Speech override any stance from base ideologies, such as Liberal
Fixed an issue that prevented Unification play from being launched if all potential targets were in a Customs Union
Battle modifiers for captured provinces and recovery rate now work correctly
People's Springtime.5 event can no longer apply to the same state twice, and now applies only to incorporated states
Renamed the Maures culture to Bidan, and changed cultural traits to fit history more accurately.
Fixed a bug where buildings that have not been constructed yet would show an alert for being unable to hire
Scripted army_size link no longer includes conscripts by default, which should fix tutorial and the assumptions behind several AI scripts (new link army_size_including_conscripts now covers the previous use case)
Several missing or wrong UI highlights during the Tutorial have been fixed
Added the correct Interest Group tooltip for Interest Group buttons everywhere
Removed the in-government icon from the Interest Group icon on the Interest Group tooltip due to clipping
Fixed various small localization errors (spelling, grammar, phrasing etc.) across a number of game concepts
Changed the Naval Invasion Battle panel subtitle to mention Naval Invasion instead of battle
Assassination events now correctly invalidate if the assassin's target dies from other causes
Fixed loc string for modifier_unit_supply_consumption_mult
Romania is no longer a valid country for secessionists
Tanzimat: Suppress Separatism now fails with over 50% secession progress
Fixed an issue where the "show invalid savegames" checkbox had no effect.
Fixed a bug where bankrolling pacts would be cancelled unexpectedly
Fixed a bug where new traits for characters were not updated until game reload
Fixed a bug where occupying a province with connection via strait to an isolated island could cause split occupation
Fixed an issue when after researching quinine colony progress speed wasn't updated
Fixed a bug where countries without elections had no last reform date saved
add_pollution effect now displays correct amount of pollution
Characters in the "void" no longer gain skill traits over time
Turkestan now counts the state of Ili in the list of possible states to form Turkestan in
Releasing Transcaucasia no longer requires Yemen to be released
Removed duplicate modifiers for Livestock Ranch throughput modifiers
"Dangerous Equipment" and all other pm_events now have a five year cooldown
Option C of the "Kindly Burn this Letter" event no longer throws endless errors.
Removed NULL_OBJ from the name of goldrush.5
Sepoy Mutiny no longer leaves states unincorporated for the EIC once defeated
Sepoy Mutiny no longer results in the EIC having two annex wargoals
bic_breakup.1 event no longer fires every month when its conditions are satisfied
bic_breakup.1 event now properly switches the Devout to the Hindu Priesthood in the pan-nationalist option
Fixed several bugs in the Child Labour events
Resolved several issues in the Psychology event chain
Added missing icon to the Marginalized concept tooltip
Rhode Island forestry hub now has a name
Fixed an issue where the load savegame confirmation window would remain opened outside the load game view.
Fixed an issue with the Nicaragua, Tripoli and Cauca Treaty Ports not being properly defined
Fixed a bug where the Opium Wars victory event could display without a title
Fixed some instances in which tutorial lessons could end up referring to a null object
Fixed a bug where the custom German flags based on different unifiers would not work if NGF/SGF was formed on the way to becoming Germany
italian_unification.1.b now uses the correct loc key
Fixed an issue that led to scope problems in expedition conclusion events
And that's it!
It should be pretty obvious at this point but most of Update 1.3 focuses on increasing both the complexity and your agency over your internal politics. Expect to be surprised by some of the situations that can arise from the interplay of the new Agitator, revolution, enactment, and petition mechanics, among other improvements and tweaks we've made! We can't wait to see what political imbroglios that arise in your nations next Monday, and hear how you end up dealing with them.
Next week will likely be a brief dev diary from us, as we'll be focusing our efforts on listening to feedback and planning the next update. As always you can find us on the forum and on the official Victoria 3 Discord server!