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Victoria 3 News

Hotfix 1.12.1 is now LIVE! - Not for Problem Reports!

[p]Good Day Victorians![/p][p][/p][p]We have a small hotfix today addressing key issues, including the one mentioned in known issues regarding hiring.
[/p][p]Check out the full patchnotes below. Checksum is `9124`.
[/p][p]As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.12 with any fixed issues![/p][p][/p][p]The following changes have been made to the game compared to 1.12.1:[/p][p][/p][h2]Bugfixes[/h2]
  • [p]Fixed a bug where buildings that do not use slaves would always be hiring regardless of whether they were losing money[/p]
  • [p]Fixed a bug where having a high level of welfare would cause building owners to wage dump to extreme levels and let the government pick up the entire tab. Now they only wage dump to a moderate level and let the government pick up a smaller tab.[/p]
  • [p]Fixed a bug when power bloc trade capacity modifiers weren't applied[/p]
  • [p]The Cultural Commonwealth power bloc and the associated Shared Canon principle now only requires ownership of Iberian Twilight[/p][p][/p]
[p]Previous Patchnotes[/p][p]1.12.0[/p][p]
[/p]

Victoria 3 – Dev Diary #171 – Iberian Twilight & Update 1.12 Now LIVE!

[p][/p][p]Happy Thursday Victorians![/p][p][/p][p]Iberian Twilight and Update 1.12 are now live! Welcome to Iberia Victorians, we hope you have a good time in the twilight era of the Spanish and Portuguese empires. 
[/p][p]Will you return them to glory? Through liberal reform or counter-revolution? How will you handle your former colonies, recognise them as players upon the world stage or as vassals that should be claimed once more?[/p][p][/p][p]You can pick up Iberian Twilight now on Steam or on the Paradox Store, or as part of Expansion Pass 2 (saving 20% overall compared to buying individually).[/p][p][/p][p]Check out the Release Trailer below:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]And, we have an overview of Update 1.12 too:[/p][previewyoutube][/previewyoutube][p][/p][p]If videos aren’t your speed, we have our normal selection of infographics summarizing the features of Iberian Twilight and the update:[/p][p][/p][p][/p][p]We also have a custom sale going on for selected Victoria 3 content at the moment with discounts of up to 70% off, check it out on Steam or on the PDX Store![/p][p][/p][p]Then, this evening around 18:00 CET the Expansion Pass 2 Last Chance Bundle will go live, replacing Expansion Pass 2 - as explained previously here.[/p][p][/p][p]And Finally before you try to load up mods, we want to remind you one last time; mods most likely will not work due to map changes and Database Entry Modes talked about in this previous diary.[/p][p][/p][p]Also, for those encountering the infamous 24h2 crash, we may have a possible fix which is included in this update.[/p][p]
[/p]
Patchnotes 1.12.0
[p]
[/p][h2]Features of Iberian Twilight[/h2]
  • [p]Iberian Twilight comes with new narrative content for Spain and Portugal, as well as nations such as Cuba, the Philippines, Morocco, and Haiti/the Dominican Republic.[/p]
  • [p]Added the Two Spains Journal Entry for Spain, dealing with the political struggle between the forces of reaction and reform.[/p]
  • [p]Added the Economic Regeneration Journal Entry for Spain with associated events[/p]
  • [p]Added a Journal Entry about Anarchism in Spain[/p]
  • [p]Added 4 new Events for Carlist Spain covering the Carlist War and its aftermath[/p]
  • [p]Added content revolving around the unification of Iberia[/p]
  • [p]Added a Journal Entry for France and Spain dealing with the assimilation or integration of regional cultures[/p]
  • [p]Added events about the literary rebirth of Spanish regional languages[/p]
  • [p]Added a Journal Entry for selecting one's king as Spain, following the Glorious Revolution[/p]
  • [p]Added Journal Entries and Decisions to Spain related to her colonial ambitions in Africa[/p]
  • [p]Added Journal Entries to Portugal, covering the historical period of Devorismo, the Second Liberalism, and the Regeneration[/p]
  • [p]Added Journal Entries to Portugal covering her colonial ambitions in Africa, including the Pink Map[/p]
  • [p]Added several new single-fire events covering events in Portuguese history[/p]
  • [p]Added a new decision to orchestrate a coup to change the ruling dynasty of France, Spain, or Portugal[/p]
  • [p]Added a new Cultural Power Bloc Identity to the game[/p]
  • [p]Added five new monument buildings with related Journal Entries and events. In particular these are: The Sagrada Familia (buildable in three stages), the Manila Cathedral (in ruined and restored stages), the Gran Teatro de la Habana, the Pena Palace (pre and post restoration) and the Atocha Railway Station.[/p]
  • [p]Added several Journal Entries exploring the history of Cuba, namely the pro-Spain reformist movement, the role of sugar and trade, and the road towards independence[/p]
  • [p]Added three new Journal Entries for the Philippines with relevant events[/p]
  • [p]Added a new United and Indivisible Journal Entry for Haiti about the leadup to, and aftermath of, the Dominican War of independence[/p]
  • [p]Added a new starting Journal Entry for all former Spanish Colonies in the Americas about negotiating for recognition from Spain[/p]
  • [p]Added two new mutually exclusive Journal Entries to Spain: Reconquista, about the reconquest of the New World and Hispanoamerica: about the recognition of her former colonies' independence[/p]
  • [p]Added a starting nation-building Journal Entry to Morocco[/p]
  • [p]Added generic events about Anarchist terrorism and the Propaganda of the Deed[/p]
  • [p]Added over 100 new historical characters for Spain, Portugal, and their dependencies (Thanks to Tripledot for some of the Cuban ones)[/p]
  • [p]Added 7 new historical companies to the game, all with custom icons[/p]
  • [p]Added an Overlord Diplomatic Action for changing the Primary Cultures of Colonial Administrations[/p]
  • [p]Added a new UI skin, headers and frames[/p]
  • [p]Added Papermap Skins for Iberian Twilight. There are two variants of this papermap and can be selected from the Theme Selector - 'Glory of Spain' and 'Glory of Portugal'.[/p]
  • [p]Added five new event images including audio, depicting various relevant situations[/p]
  • [p]Added new 3D model for Mango Table Asset[/p]
  • [p]Added new 3D model for Portuguese Sardines Table Asset[/p]
  • [p]Added new 3D model for the Iberian Table[/p]
  • [p]Added new 3D model for Cuban Cigar Table Asset[/p]
  • [p]Added new 3D model for Carlist beret and Rosary Table Asset[/p]
  • [p]Added new 3D model for 1875 Spanish 5 Céntimos DLC Coin[/p]
[p]
[/p][h2]Features[/h2]
  • [p]Countries can now Negotiate with Interest Groups in order to better the chance of law enactment[/p]
  • [p]Added Law Amendments, objects attached to a country's laws which may modify the effects of the law[/p]
  • [p]Added new Production Methods for all plantations, a manufacturing category for tobacco, and a refining category for sugar[/p]
  • [p]Added ten new achievements, five in Update 1.12 and five in Iberian Twilight[/p]
  • [p]Countries with elections now have an 'Electoral Confidence' value that goes from 0 to 100%, representing the electorate's belief that any elections held will be free and fair. Meddling with elections will decrease Electoral Confidence, while allowing them to proceed without intervention will increase it. If Electoral Confidence is low, Legitimacy and Political Strength from Votes will be reduced to a degree depending on your laws and amendments. Generally, the more comprehensive your voting rights, the more severe the effects of low Electoral Confidence.[/p]
  • [p]Added the Tradition of Free Elections amendment, which blocks electoral manipulation, makes the enactment of autocratic laws more difficult, and increases base legitimacy[/p]
  • [p]Added 3 free historical companies[/p]
  • [p]Added the Kaiserforum, including a related Journal Entry and events (National Awakening)[/p]
  • [p]Added a new Ruler Selector to the country selection screen. The Ruler Selector only shows when the Ruler Selector Game Rule is Enabled and is disabled for Multiplayer.[/p]
  • [p]Added a new Addendum article type letting you write a custom message as an article. It has no mechanical effects.[/p]
  • [p]Added a Slave Revolt movement, representing attempts by slaves to self-emancipate[/p]
[p]
[/p][h2]Improvements[/h2]
  • [p]Added a selection of new flags, names, and map colours for Iberia[/p]
  • [p]Greatly reworked starting wine production areas, and shifted more production towards France, Italy, and Iberia[/p]
  • [p]Added Esperanto hub names to Iberia[/p]
  • [p]Added German state name variants for Spanish and Portuguese states[/p]
  • [p]Reworked coups to be centered around dissatisfied military commanders, and broadened the laws they may establish[/p]
  • [p]Devastation is now per-state instead of a state region so your pesky neighbor who is constantly at war and whom you are sharing a region with, won't be affecting you anymore[/p]
  • [p]Added support for displaying full character names in the order determined by their culture. I.e. Tokugawa Ienari instead of Ienari Tokugawa. This is set per culture and defaults to first name + last name.[/p]
  • [p]Chinese, Japanese, Korean, Mongolian, Manchu, Hungarian, Khmer, and Champa cultures now make use of Eastern naming order[/p]
  • [p]Interest Groups will now change only ever join or leave parties when an election campaign starts. However, the restrictions on Interest Groups leaving or joining parties in government is lifted so parties can be freely recomposed in any way when the election campaign starts (and only then). The only exception to this is under Single Party State, where IGs are allowed to join the only legal party at any time.[/p]
  • [p]Certain very backwards laws, such as Serfdom, Isolationism, Peasant Levies, and Traditionalism, will now consolidate all liberal pops into the Modernisation Movement. More liberal and communist movements will not be available until these laws are removed.[/p]
  • [p]The "Bourbon for Everyone" achievement now requires a Bourbon monarch, and may now be achieved after forming Iberia[/p]
  • [p]Reworked the political and cultural setup for the Philippines, and split Filipino culture into five[/p]
  • [p]All buildings with allowed collectivization now have a greater chance to 'self-invest', ie for new autonomously invested levels to be owned by the Workforce, and a lower chance to be privatized[/p]
  • [p]Under Guild System and Traditionalism, buildings now have a greater chance to 'self-invest', ie for new autonomously invested levels to be owned by the Workforce, and a lower chance to be privatized[/p]
  • [p]Made the Geheime Staatskonferenz modifier for Austria into a starting Amendment which increases Legitimacy, decreases law enactment success chance, and blocks government reform for as long as it is active[/p]
  • [p]Reworked the political setup of West Africa, and added a bunch of dynamic names to the region[/p]
  • [p]Under Serfdom and Manorialism, a certain % of arable land in incorporated states is now reserved for subsistence buildings and cannot be developed until the law is changed[/p]
  • [p]Under Serfdom and Manorialism, a certain % of employment in subsistence buildings is considered 'protected', and cannot be hired by other buildings until the law is changed[/p]
  • [p]Colonial Administrations now have Subjecthood by default, along with an amendment to Subjecthood that reflects the racialisation of colonial governments[/p]
  • [p]Improved the range of laws supported by the Modernisation Movement[/p]
  • [p]Made the Gründerzeit Journal Entry display the current GDP in green if it is meeting the quarterly target, and red if not[/p]
  • [p]The Fragile Unity Journal Entry will now decrease if China has a successful coup[/p]
  • [p]Added new interactions for Government Petitions, to request an extension on the timer and to immediately dismiss the petition[/p]
  • [p]Added a starting anti-Hungarian lobby to Croatia[/p]
  • [p]Improved several pieces of narrative content pertaining to slave revolts, hooking in the new Slave Revolt Movement[/p]
  • [p]Increased the visibility of the option to pursue the Title of Eastern Rome in the Megali Idea Journal Entry for Greece, and added state highlighting for Megali Greek and Byzantine states[/p]
  • [p]Increased the visibility of the Bavarocracy progress bar conditions[/p]
  • [p]Changed the Age of Caudillos Journal Entry to use a scripted progress bar[/p]
  • [p]Reversed the names of Taiping Heavenly Kingdom characters[/p]
  • [p]Added a line to the Spectre Haunting the World progress tooltip, showing the negative effects of not having Policing or Home Affairs[/p]
  • [p]Added Wine potential to Diyarbakir[/p]
  • [p]Oman has been elevated to kingdom status[/p]
[p]
[/p][h2]AI[/h2]
  • [p]Remade how the AI allocates resources for conscripts. The AI should be a lot more willing to deploy conscripts if it has no regulars at all.[/p]
  • [p]AI will now default to infantry conscripts if it can't access resources needed for the wanted type in the state they are being recruited[/p]
  • [p]The AI is now a lot more reluctant to accept renegotiated treaties that are strictly worse for them than what was already agreed on[/p]
  • [p]Maximum AI combined acceptance for "Goods Transfer" treaty article has been reduced from 50 to 25[/p]
  • [p]Maximum AI individual acceptance for "Goods Transfer" treaty article has been reduced from 50 to 10[/p]
  • [p]Made the AI more inclined to abolish certain very detrimental laws[/p]
  • [p]Lobby Opportunity Bonus acceptance for treaty articles is no longer reduced or removed when adding additional articles that the AI has a positive acceptance towards[/p]
  • [p]The AI will now be far more averse to trading massive volumes of individual goods via the "Goods Transfer" treaty article[/p]
  • [p]Made conservative AI less accepting of national-liberal movements[/p]
  • [p]France is now a lot more aggressive against a Haiti that unilaterally cancels debt payments, to a degree depending on the amount of debt canceled[/p]
[p]
[/p][h2]Balance[/h2]
  • [p]Reduced base Company construction and throughput bonuses. With the introduction of Executives in particular they tend to rack up enough bonuses already.[/p]
  • [p]Changed several cultural acceptance triggers to average pop acceptance triggers, to address some issues with content requiring overly high cultural acceptance for a culture[/p]
  • [p]Political Movements will now also consider the conscription capacity of the uprising states if it's worth uprising[/p]
  • [p]The amount of free construction countries get now scales against their GDP, with a minimum of 2 free construction at 0 GDP and a maximum of 10 at 2 million GDP. This was done due to an excess of free construction in small countries resulting in areas such as India developing far too rapidly, combined with the increased viability for small countries to support Construction Sectors with the lowered employment to 1k. Construction Sectors now only cost 25 construction, to enable even countries with a minimal amount of free construction to build them in a reasonable amount of time.[/p]
  • [p]Added a Game Rule for whether base construction capacity should be scaled to GDP or not. By default, it is scaled for AI countries but always 10 for player countries, so that free construction can be reigned in without making tiny countries too tedious to play.[/p]
  • [p]The prestige from being leader goods producer now scales against the global GDP, starting low and increasing over time so that it can be relevant at all stages of the game without completely overpowering other factors in the early game[/p]
  • [p]Removed the multiplier on reinvestment from GDP, as what it was meant to simulate (foreign investment) is now an actual mechanic, and it resulted in far too rapid economic growth and contributed to the issue of too early disappearance of peasants. This change will slow down overall global GDP growth, making it more in line with historical GDP curves.[/p]
  • [p]Radicals no longer impact assimilation & conversion rates directly, as it also impacts fervor & obstinance which in turn impact assimilation & conversion rates[/p]
  • [p]Marginalized IGs with at least 2.5% support among political participants are now allowed to join parties. Interest Groups that are part of a party are no longer considered to be marginalized, even if they have low clout. This fixes an issue where IGs that were not already in a party would never receive votes and thus never become unmarginalized.[/p]
  • [p]Devastation now decays at an increased rate the higher it is, so that while it can still linger for a long time, it does not do so at full effect[/p]
  • [p]Toned down the infamy gain and effects from the "\[CULTURE] Horrors" event options[/p]
  • [p]Removed the Catalan, Galician, and Basque cultures from the Iberia formable country by default[/p]
  • [p]Changed default starting gold reserves from 0.5 \[50% capacity] to 0.25 \[25% capacity][/p]
  • [p]There is no longer a penalty to Import Trade Advantage for lacking interests, making small markets more vulnerable to having their local industry outcompeted by cheap imports[/p]
  • [p]When calculating the penalty on Export Trade Advantage for lacking interests, junior countries in a larger market can now use the Market Controller's interests in addition to their own[/p]
  • [p]The "Take State" subject interaction now generates far less Infamy[/p]
  • [p]Changed Isabel II's Interest Group to Petit-Bourgeoisie[/p]
  • [p]Losing wars to recognised powers, and going a long time without abolishing certain very backwards laws, will increase attraction to the Modernisation Movement[/p]
  • [p]Reduced the quarterly requirement for the Gründerzeit JE from 2.5% to 2%[/p]
  • [p]Increased popularity gain and loss from battlefield victories and defeats[/p]
  • [p]Reduced the direct increase of Serfdom and Manorialism to Landowners Political Strength, to balance against the impact of added restrictions on economic development[/p]
  • [p]Greatly reduced the penalties of the "Tihamah" state trait in Hedjaz[/p]
  • [p]Made Communists less tolerant of poor Labour Rights laws[/p]
  • [p]Aristocrats pop attraction to the Intelligentsia is now gated behind the Academia technology[/p]
  • [p]Arrange Accident can now be used to target heirs[/p]
  • [p]Haiti now suffers a penalty to Diplomatic Reputation when cancelling debt payments, which reduces their ability to sign treaties and get support in diplomatic plays[/p]
  • [p]Rosa Luxemburg will no longer support Polish nationalist movements[/p]
[p]
[/p][h2]Art[/h2]
  • [p]Iberia and the Philippines now use the Latin American building set[/p]
  • [p]Added several new flags for Portugal[/p]
  • [p]Added red cassocks for Catholic Cardinals[/p]
  • [p]Added purple cassocks for Catholic Devout and Clergymen pops in December[/p]
  • [p]Added country-specific Presidential sashes to Latin American and Iberian countries[/p]
  • [p]Asian Animist Clergymen will now wear monk robes[/p]
  • [p]Updated French uniforms in the early game to include shakos[/p]
  • [p]Added military uniforms for Spanish and Portuguese Soldiers and Officers pops, as well as commanders and monarchs[/p]
  • [p]Improved the flag of the Federation of the Andes[/p]
  • [p]Added a new cosmetic tag for a State Atheist Holy Roman Empire[/p]
  • [p]Limited the use of the crown pop headgear to aristocrats of wealth 40 or above[/p]
[p]
[/p][h2]Audio[/h2]
  • [p]New audio for Earthquakes harvest condition[/p]
[p]
[/p][h2]Content[/h2]
  • [p]Added a Journal Entry covering the Carlist Wars[/p]
  • [p]Added a new Colonial Administration law variant for colonial and company countries[/p]
  • [p]Added templates and lines of succession for historical Spanish monarchs and claimants, from both Isabelline and Carlist lines[/p]
  • [p]Added templates and lines of succession for historical Portuguese monarchs and claimants, from both Constitutional and Miguelist lines[/p]
  • [p]Reworked the maps of Iberia and the Caribbean, with new states, state traits, resources, pops, etc.[/p]
  • [p]Updated the map of North Africa[/p]
  • [p]Added an Iberian culture, unlockable through forming Iberia with the Iberian Union Journal Entry as a Council Republic[/p]
  • [p]Added an Electoral Clientelism amendment for Distribution of Power laws, enabling the player to choose election results at the cost of penalties to Legitimacy[/p]
  • [p]Added the Factory Councils law, a Labour Associations law gained by socialist revolutions that represents workers' seizure of industry[/p]
  • [p]Added a new Earthquake Harvest Condition[/p]
  • [p]Added additional popularity modifiers to some commander skills, so that skilled generals and admirals are recognized by the public for being so[/p]
  • [p]Reworked the Appoint Governor diplomatic action and added a diplomatic action for a colony to request one[/p]
  • [p]Changed the hubs of select Caribbean nations, so that Port-au-Prince, Santo Domingo, and San Juan are now the capitals of their respective state regions[/p]
  • [p]Repurposed nearly 200 coat of arms assets to work as Power Bloc icons[/p]
  • [p]The Springtime of the Peoples is now a Global Journal Entry[/p]
  • [p]The Unstable Raj is now a Global Journal Entry[/p]
  • [p]The Gründerzeit is now a Global Journal Entry[/p]
  • [p]The Great Eastern Crisis is now a Global Journal Entry[/p]
  • [p]The Peru-Bolivia Confederation is now a Global Journal Entry[/p]
  • [p]Made the House of Osman (Osmanoglu) the only dynasty capable of ruling the Ottoman Empire[/p]
  • [p]Added an event to choose the flag of the Spanish Republic[/p]
  • [p]Added a Moderantist ideology for Spanish landowners, granting them a stance in favour of Free Trade, Oligarchy, and State Religion[/p]
  • [p]Reworked numerous law enactment events to add Amendments to the laws they apply to[/p]
  • [p]If the same Carlist/Legitimist claimant comes to the throne of both Spain and France, a Personal Union will be established between the two[/p]
  • [p]Added a "Struggle for the Highveld" Journal Entry for all countries present in South Africa at game start[/p]
  • [p]Changed the demographic setup of Western Sahara. Sahrawis are now represented by the Bidan (Hassaniya Berber-Arab) culture rather than Bedouin/Berber.[/p]
  • [p]Expanded the Caribeño namelist (Thanks to Tripledot)[/p]
  • [p]Added dynamic naming to the island of Hispaniola[/p]
  • [p]Renamed the Liberia state region to Grain Coast, and reworked the hubs to be more historically accurate. Liberia is now a dynamic state name for the state region associated with Liberia or an American country.[/p]
  • [p]Added a starting Amendment to Haiti's National Supremacy law, increasing Acceptance of the Polish culture[/p]
  • [p]Revised the starting political and cultural setup in South Africa[/p]
  • [p]Fixed some misspelled hubs around the world and changed others to be more period-appropriate[/p]
  • [p]Added historical Swedish migration event and historical Swedish law event[/p]
  • [p]Added a Persian homeland to Herat[/p]
  • [p]Added a Mashriqi homeland to Hedjaz[/p]
  • [p]Improved the localisation for the Influencing Hawaii Journal Entry[/p]
  • [p]Made Communist revolutions red on the map by default, and Anarchist revolutions black[/p]
  • [p]Added sulphur potential to Nauru to reflect the island's large phosphate deposits[/p]
  • [p]Added tea growing potential to the Azores (thanks u/yousoseally)[/p]
  • [p]Renamed the Chernivtsi hub in Eastern Galicia to Kolomyia[/p]
  • [p]Changed Miskito Kingdom religion from Animist to Protestant[/p]
  • [p]Added starting flavour text to Montenegro[/p]
  • [p]Cuba now uses Céspedes flag when fighting for their Independence[/p]
[p]
[/p][h2]Interface[/h2]
  • [p]Feed and Toast notifications now can have go-to buttons on them that takes you to their relevant info panel if there is one[/p]
  • [p]We now show the amount of potential conscripts that could be recruited in the political movement breakdown[/p]
  • [p]Political Movements should use their ideology icon instead of movement type now in all places next to their name[/p]
  • [p]Added a setting to enable or disable sending optional telemetry data[/p]
  • [p]Added an alert for when you can form a major formable nation such as Germany, Italy or Iberia[/p]
  • [p]Added an important action for when you can form any non-major formable nation[/p]
  • [p]It now possible to 'ignore' Decisions and Country Formations so that you do not get an alert/important action for when they are possible[/p]
  • [p]Fixed a bug where popup events were being shown repeatedly when closed[/p]
  • [p]Added devastation recovery multipliers from modifiers to the devastation recovery tooltip[/p]
  • [p]Alert/important action for decisions now shows which decisions can be taken[/p]
  • [p]Events that are about to expire will now pop up even if they were previously opened and closed again without selecting an event option[/p]
  • [p]Made some modifier breakdowns a bit more flat (No more Trade Center -> Trade Center -> Trade Center -> Trade Center)[/p]
  • [p]Slightly improved how modifier breakdowns are done[/p]
  • [p]Made countries tooltippable in the same target wargoal error[/p]
  • [p]Effects that add and remove state traits now allow you see the details of those traits in the tooltip[/p]
  • [p]When a character is removed for reasons that are not actually their death (such as being replaced in their only role), the game will now fire a notification saying they retired instead of forcing them to die along with the job[/p]
  • [p]Added a new line between pop assimilation modifiers in the tooltip[/p]
  • [p]Nudged the Power Blocs mapmode to its correct place in the alphabet (by renaming "All Power Blocs" mapmode to "Power Blocs - All")[/p]
[p]
[/p][h2]Performance[/h2]
  • [p]fixed a rare issue that could cause greatly degraded performance when opening the character panel[/p]
[p]
[/p][h2]Modding[/h2]
  • [p]Enabled expandable databases allowing modders to inject values into them without having to replace the whole thing. Syntax uses prefixes like INJECT, REPLACE, TRY_INJECT, etc.[/p]
  • [p]Added a new database for Geographic Regions which is any combination of Strategic Regions or State Regions (Europe, africa, etc) and will automatically generate script lists for countries/states/state region/strategic regions/provinces. For example: any_country_in_africa.[/p]
  • [p]War Goals are now defined in script (and thus moddable). See war_goal_types.md for documentation.[/p]
  • [p]Journal Entries can now be set as 'contextless', aka global context. Contextless JEs are not associated with a specific country and there can only ever be one instance of them, but have expanded functionality that allows you to determine which countries are involved in (and thus able to interact with) the Journal Entry, and which countries can see the Journal Entry even if they are not involved in it. This makes it much easier to create JEs for historical situations whose context is not principally tied to a single country, and we plan to rework some of our existing content to use this new model going forward.[/p]
  • [p]Production Methods can now be unlocked or disallowed based on State Traits, Geographic Regions and Law Amendments[/p]
  • [p]Added modifiers for forcing subsidies on groups or types of buildings, `country__require_subsidies_bool`[/p]
  • [p]Added modifiers for setting export/import levels for a specific good, in this format `country____tariffs_level_add`, Range of 1 to 7, 1 for Min/Max Subventions, 4 for no tariff/subvention' and 7 for Min/Max Tariffs[/p]
  • [p]Modifiers for changing tariff rate for specific goods. `country___tariffs_rate_add`[/p]
  • [p]Replaced ALLOW_ASSIMILATION_ACROSS_HERITAGES with ALLOW_ASSIMILATION_REQUIRE_GROUP and ALLOW_ASSIMILATION_REQUIRE_TRAIT (Slave assimilation still will always require heritage group)[/p]
  • [p]Modifier types can now be flagged as script_only, this will suppress all 'invalid modifier' errors previously fired when modders added new modifiers[/p]
  • [p]State resource potentials (such as mining, agriculture etc) now uses building types instead of building groups. As a consequence, many single-building building groups have been removed or consolidated.[/p]
  • [p]Sorted out the jumbled and inconsistent mess of income/expenses triggers. There are now six properly functioning and localized triggers: total_income, total_expenses, fixed_income, fixed_expenses, total_net_income and fixed_net_income. Any previous uses of income, expenses and weekly_net_fixed_income will have to be updated to the new naming conventions.[/p]
  • [p]Added triggers stall_chance, stall_chance_without_enactment_modifier, stall_chance_for_law, and stall_chance_for_law_without_enactment_modifier[/p]
  • [p]Effect set_ruling_party now actually works[/p]
  • [p]Decrees can now be unlocked by State Traits, Geographic Regions and Law Amendments[/p]
  • [p]Added state buy orders modifiers that add buy orders directly to a state, works the same way state sell orders modifiers do only with buy modifiers instead[/p]
  • [p]Save games should no longer crash if building types have been removed and renamed between saving & loading. An alias system has been created to be able to load renamed buildings into new saves, though it is not a perfect transition and some data in the save may be lost. The alias system does not work for database/setup definitions, only for saves.[/p]
  • [p]Added data functions in interface for accessing alerts & proposals that have been dismissed[/p]
  • [p]num_units_share now counts only the active army and raised conscripts[/p]
  • [p]Added building type value link required_construction[/p]
  • [p]Added new link value average_progressiveness, which calculates the average progressiveness of a character or interest group's ideologies, modulated by ideological_opinion_impact[/p]
  • [p]Renamed building types in the database to generally use a consistent singular format (ie, building_furniture_manufactory instead of furniture_manufacturies)[/p]
  • [p]It is now possible to add a should_popup_when_expiring = no flag to events, which makes them silently time out with the default option[/p]
  • [p]Added new effect set_character_as_executive[/p]
  • [p]set_character_as_ruler effect now also makes them the executive of the company owning the country, if the country is a chartered company[/p]
  • [p]Added a new text input type for treaty articles[/p]
  • [p]Added BuildingGroup to the script system[/p]
  • [p]JE Effect Outcome now have access to JE scope when generating the headers[/p]
  • [p]Added new market goods triggers is_exported_to and is_imported_from[/p]
  • [p]Added a Job Attractiveness modifier to buildings. Low Job Attractiveness will increase the wage a building needs to offer in order to be able to hire workers, while high Job Attractiveness decreases it.[/p]
  • [p]Added new effect retire_character[/p]
  • [p]Added TimeKeeper.GetCurrentDateWithDiff( int ) function[/p]
  • [p]Added DiplomaticPlay.GetInitiatorBackersBreakdown & DiplomaticPlay.GetTargetBackersBreakdown[/p]
  • [p]Exposed TopScope of player message items for better scriptability[/p]
  • [p]Added new market goods links largest_exporting_market and largest_importing_market[/p]
  • [p]Added per-pop type standard of living modifiers for buildings[/p]
  • [p]Added new modifier character_advancement_speed_mult[/p]
  • [p]Added support for deploy_to_front and teleport_to_front to take a base camp property[/p]
[p]
[/p][h2]Bugfixes[/h2]
  • [p]We have pushed a possible fix for the infamous 24H2 crash. If you previously experienced this crash and switched to Vulkan please try switching back to DX11 as it has better performance.[/p]
  • [p]Company Executive traits are now applied immediately as they should[/p]
  • [p]Civil War now properly calculates weekly their stockpile and conscription bonus from the movements momentum[/p]
  • [p]Fixed a bug where a wargoal against country that left the war is still included in the peace deal proposal, preventing sending the peace offer[/p]
  • [p]Fixed an issue where formations in a lake had no supply[/p]
  • [p]Fixed an out of sync case related to Treaties[/p]
  • [p]Fixed an Out of Sync caused by transfer money treaty becoming invalid, most likely from a country being destroyed (but still alive)[/p]
  • [p]Fixed a couple of other Out of Sync cases that could inconsistently appear[/p]
  • [p]Fixed a bug where production method effects wouldn't be applied to military units[/p]
  • [p]Fixed a bug where the unit_supply_consumption_mult modifier did not actually do anything[/p]
  • [p]Fixed a bug where it was possible to be swayed into war against ally from another DP[/p]
  • [p]Fixed a bug where you could not raise conscripts in states with a positive conscription rate due to the country conscription rate being negative[/p]
  • [p]Fixed a bug on Mac OS that caused flickering on farm buildings in Europe[/p]
  • [p]The Army overview in the country panel now correctly shows the amount of conscripts that have been raised[/p]
  • [p]Made sure we subtract casualties from manpower when adding demoralized otherwise we could end up with more demoralized and casualties than there was total manpower[/p]
  • [p]Delayed events which were valid upon being queued will now double check that they are still valid when they are about to trigger. Hopefully avoiding weird cases where events are referring to something that is no longer true.[/p]
  • [p]Fixed a bug where sometimes countries could not start diplomatic plays if they and their target were 'on the fence' in the same play[/p]
  • [p]Fixed a bug where character modifiers were not being inherited from the country to its characters, so that if you had for instance a character advancement speed on a journal entry it would not have any effect[/p]
  • [p]Fixed an issue where Indian Home Rule was impossible to complete due to unachievable acceptance requirements[/p]
  • [p]Enacting Council Republic will now immediately conclude "The Spectre Haunting the World"[/p]
  • [p]Fixed a bug where removing wargoals from a peace deal proposal does not remove them from AI acceptance calculation[/p]
  • [p]Fixed a bug where you could not sort Power Bloc members by leverage advantage[/p]
  • [p]Fixed a bug where it would show an agitator supporting all inactive laws[/p]
  • [p]Fixed an issue where a couple of Journal Entries, most notably all Railway JEs, were unavailable to the AI (thanks to the "Paradox Bug Fix for 1.10" mod by dragon-archer)[/p]
  • [p]Fixed an issue where "A Peculiar Reconciliation" would not correctly remove the Pro-Slavery ideology[/p]
  • [p]Fixed a bug where reform government options can display identical party configurations[/p]
  • [p]Fixed a bug where treaty names would use unlocalized hub names[/p]
  • [p]Fixed a bug where workforce owned buildings tooltip claimed slaves get dividends[/p]
  • [p]Fixed bug with how the country-wide tariff rate modifier was applied[/p]
  • [p]Fixed a bug where revoking trade charters wasn't possible[/p]
  • [p]Added invalid checks for Ruler Journal Entries and events[/p]
  • [p]Fixed a bug where foreign investors could queue more building levels than the max level of the building, if other countries were simultaneously expanding the same building[/p]
  • [p]Fixed an issue where the ruler of Persia would wear the wrong outfit[/p]
  • [p]Fixed an issue that caused Central Asian characters to wear keffiyehs[/p]
  • [p]Fixed a bug with construction entity did not trigger if building is in construction queue but not first or is active from the start[/p]
  • [p]Fixed a bug where player was able to set strategic objective target to a transfer Subject state[/p]
  • [p]Fixed a bug where it would not display why you could not demand independence from a target country that is not your overlord in the diplomatic lens[/p]
  • [p]Fixed a bug where the tooltip claimed incorporated states had more literate pops than all states combined[/p]
  • [p]Added lobby texts to various nations that lacked them[/p]
  • [p]Fixed the Belle Epoque trigger so it doesn't default to capital for the U.S.[/p]
  • [p]Fixed a bug where buildings with slaves would not correctly evaluate their employee count and end up 'hiring' way too many slaves[/p]
  • [p]Egypt's heir Ibrahim is now Egyptian culture so that his heirs can be as well[/p]
  • [p]Removed numerous instances of tooltipped text being used in flavour text[/p]
  • [p]Fixed a bug where Resignation/Abdication could retrieve a null scope[/p]
  • [p]Fixed a bug where the loyalist and radical bar would fill up and empty in a loop for Interest Groups[/p]
  • [p]Fixed a bug where a closing bracket was missing in the Polish and English localization files, causing some Power Bloc info to be displayed incorrectly[/p]
  • [p]Fixed various small typos and formatting errors in National Awakening content[/p]
  • [p]Fixed Diogo Feijó having an incorrect Wikipedia link[/p]
  • [p]Malta is now a valid candidate for the Western Protectorate achievement[/p]
  • [p]Fixed a bug where the create_power_bloc would incorrectly generate startup errors despite working correctly[/p]
  • [p]Egyptian General Ahmed Pasha is now correctly assigned the Circassian culture (instead of French)[/p]
  • [p]Fixed numerous issues in monarch succession logic[/p]
  • [p]Fixed an issue where a foreign country making Circassia a subject could fire Caucasian War events to Russia[/p]
  • [p]Fixed the Opium Wars possibly targeting a revolutionary country[/p]
  • [p]Only the Pope may wear the Pope Hat now[/p]
  • [p]Fixed an issue where animist Clergymen would occasionally wear European executive clothing[/p]
  • [p]Fixed a bug where new parties could incorrectly form in government after certain revolutions[/p]
  • [p]Fixed an issue where an unconstructed University could contribute to the Bavarocratic Ire progress bar[/p]
  • [p]José do Patrocínio's culture is now correctly set to Afro-Brazilian[/p]
  • [p]Frederick William III and Frederick William IV's birthdates are now historically accurate[/p]
  • [p]Fixed missing German state name for Gelre when owned by German speaking country[/p]
  • [p]Added links to the Trade Advantage concept in a couple of modifier tooltips that were missing it[/p]
  • [p]Fixed some missing localization in The Anarchy event for Great Britain[/p]
  • [p]Fixed an issue where The Devil's Paintbrush could return null scopes[/p]
  • [p]The Victoria Terminus may no longer be built outside of Bombay[/p]
  • [p]Fixed an issue where the "Ruler Intervenes in Political Process" event could occur with a law the ruler opposes[/p]
  • [p]Fixed a possible NULL_STATE in the "In Search of a Better Life" event[/p]
[p][/p][hr][/hr][p][/p][p]And so we come to the end of the patchnotes, remember that  your save game will not be compatible with the new Update, so please back up your save if you want to continue it by backpatching to the previous patch (1.11.1)![/p][p][/p][p]If you encounter any issues after today's update, please first disable all mods and ensure you're playing on a fresh save file. Mods will not work until they are updated for the new Update![/p][p]
This post contains Known Issues in 1.12, which we will update with subsequent patches. As always, please report any issues or bugs to our official bug reporting forum where we are better placed to help you out.[/p][p][/p][p][/p][p]Expansion Pass 2 has now been replaced with the Expansion Pass 2 Last Chance bundle, as highlighted previously here: https://pdxint.at/3XKMN1s
[/p][p][dynamiclink][/dynamiclink]
[/p][p][/p]

Dev Diary #170 – Iberian Twilight & Update 1.12 “Chá de Tília” Changelog

[p][/p][p]¡Hola a todos! ¡Feliz jueves![/p][p][/p][p]Next week we release Iberian Twilight on December 11th around 16:00 CET, but before then we have the traditional changelog before release, going through all the features coming with both Update 1.12 and Iberian Twilight.  Of course, this includes achievements for both Update 1.12 and the Immersion Pack.
[/p][p]This time we have named the update ‘Chá de Tília’, also known as Linden Tea. A comforting tea with a sweet aroma, derived from Linden tree flowers, common in both Portugal and Spain. Delicious!
[/p][p]Enough about tea, for now, and moving on to important topics. Please remember that, as we mentioned in Dev Diary 164, and wish to reiterate now: 
[/p][h3]THIS UPDATE WILL BREAK YOUR MODS [/h3][h2][/h2][p]This is due to the addition of Database Entry Modes, introduced into our scripting language with EU5, and brought to Victoria 3 with this Update. Please check out the full diary to see how they work. [/p][p][/p][p]We have also been working with Chris/Bahmut of modding coop fame to help get the modding digest for 1.12 prepared, covering all changes for modding so it is ready before release and to let modders start to update their mods for Update 1.12. By the time this dev diary goes live the digest should also be out on the Modding Coop Discord Channel or its Github.[/p][p][/p][p]Also, for those encountering the infamous 24h2 crash, we may have a possible fix which is included in this update when it goes live on December 11th.[/p][p][/p][p]Then moving on, you can see a brief summary of Iberian Twilight below in the infographic:
[/p][p][/p][p]Now on to the start of the changelog![/p][p]
[/p][p][/p][h2]Features of Iberian Twilight[/h2]
  • [p]Iberian Twilight comes with new narrative content for Spain and Portugal, as well as nations such as Cuba, the Philippines, Morocco, and Haiti/the Dominican Republic.[/p]
  • [p]Added the Two Spains Journal Entry for Spain, dealing with the political struggle between the forces of reaction and reform.[/p]
  • [p]Added the Economic Regeneration Journal Entry for Spain with associated events[/p]
  • [p]Added a Journal Entry about Anarchism in Spain[/p]
  • [p]Added 4 new Events for Carlist Spain covering the Carlist War and its aftermath[/p]
  • [p]Added content revolving around the unification of Iberia[/p]
  • [p]Added a Journal Entry for France and Spain dealing with the assimilation or integration of regional cultures[/p]
  • [p]Added events about the literary rebirth of Spanish regional languages[/p]
  • [p]Added a Journal Entry for selecting one's king as Spain, following the Glorious Revolution[/p]
  • [p]Added Journal Entries and Decisions to Spain related to her colonial ambitions in Africa[/p]
  • [p]Added Journal Entries to Portugal, covering the historical period of Devorismo, the Second Liberalism, and the Regeneration[/p]
  • [p]Added Journal Entries to Portugal covering her colonial ambitions in Africa, including the Pink Map[/p]
  • [p]Added several new single-fire events covering events in Portuguese history[/p]
  • [p]Added a new decision to orchestrate a coup to change the ruling dynasty of France, Spain, or Portugal[/p]
  • [p]Added a new Cultural Power Bloc Identity to the game[/p]
  • [p]Added five new monument buildings with related Journal Entries and events. In particular these are: The Sagrada Familia (buildable in three stages), the Manila Cathedral (in ruined and restored stages), the Gran Teatro de la Habana, the Pena Palace (pre and post restoration) and the Atocha Railway Station.[/p]
  • [p]Added several Journal Entries exploring the history of Cuba, namely the pro-Spain reformist movement, the role of sugar and trade, and the road towards independence[/p]
  • [p]Added three new Journal Entries for the Philippines with relevant events[/p]
  • [p]Added a new United and Indivisible Journal Entry for Haiti about the leadup to, and aftermath of, the Dominican War of independence[/p]
  • [p]Added a new starting Journal Entry for all former Spanish Colonies in the Americas about negotiating for recognition from Spain[/p]
  • [p]Added two new mutually exclusive Journal Entries to Spain: Reconquista, about the reconquest of the New World and Hispanoamerica: about the recognition of her former colonies' independence[/p]
  • [p]Added a starting nation-building Journal Entry to Morocco[/p]
  • [p]Added generic events about Anarchist terrorism and the Propaganda of the Deed[/p]
  • [p]Added over 100 new historical characters for Spain, Portugal, and their dependencies (Thanks to Tripledot for some of the Cuban ones)[/p]
  • [p]Added 7 new historical companies to the game, all with custom icons[/p]
  • [p]Added an Overlord Diplomatic Action for changing the Primary Cultures of Colonial Administrations[/p]
  • [p]Added a new UI skin, headers and frames[/p]
  • [p]Added Papermap Skins for Iberian Twilight. There are two variants of this papermap and can be selected from the Theme Selector - 'Glory of Spain' and 'Glory of Portugal'.[/p]
  • [p]Added five new event images including audio, depicting various relevant situations[/p]
  • [p]Added new 3D model for Mango Table Asset[/p]
  • [p]Added new 3D model for Portuguese Sardines Table Asset[/p]
  • [p]Added new 3D model for the Iberian Table[/p]
  • [p]Added new 3D model for Cuban Cigar Table Asset[/p]
  • [p]Added new 3D model for Carlist beret and Rosary Table Asset[/p]
  • [p]Added new 3D model for 1875 Spanish 5 Céntimos DLC Coin[/p]
[p][/p][h2]Achievements[/h2][p]Now, moving to achievements! In Iberian Twilight, we have added 5 new achievements to the game. As always our incredible art team has produced lovely art for them, see Dev Diary 169 for more artistic insights on the immersion pack as a whole! Let us know what your favourite achievement art is![/p][p]
[/p][p]The Spanish Lake[/p][p]As Spain, complete the Reconquista Journal Entry.[/p][p][/p][p]
[/p][p]Regeneration[/p][p]As Spain, complete the Economic Regeneration Journal Entry without reducing objectives or employing creative accounting.[/p][p][/p][p]
[/p][p]The Most United Kingdom[/p][p]As Portugal, have a Personal Union with both Brazil and Spain.[/p][p][/p][p]
[/p][p]One More Time[/p][p]As the Philippines, rebuild the Manila Cathedral after an earthquake.[/p][p][/p][p]
[/p][p]Full Circle[/p][p]Starting as Spain, win the Carlist Wars, and then elect the Carlist candidate after the Glorious Revolution.[/p][p][/p][p]
[/p][p]Then with free Update 1.12 we also added another 5 achievements to the game too:[/p][p]
[/p][p]Sugar Rush[/p][p]As Cuba, have a 25% share of global sugar exports, and a total export volume of over 2000 units.[/p][p][/p][p]
[/p][p]A Las Barricadas[/p][p]As Spain, switch to an Anarchist revolution or secession, and win the ensuing conflict.[/p][p][/p][p]
[/p][p]Deconquista[/p][p]As any Muslim country, convert Spain to Islam.[/p][p][/p][p]
[/p][p]Portugal is Not a Small Country[/p][p]As Portugal, own at least 12 states in Africa, and establish a direct land connection between Angola and Mozambique.[/p][p][/p][p]
[/p][p]An Offer You Can’t Refuse[/p][p]Starting with at least two non-marginal Interest Groups opposing a law, remove all opposition to the law's enactment.[/p][p][/p][p]

[/p][h2]Changelog[/h2][p]
[/p][p][/p][p][/p][h2]Features[/h2]
  • [p]Countries can now Negotiate with Interest Groups in order to better the chance of law enactment[/p]
  • [p]Added Law Amendments, objects attached to a country's laws which may modify the effects of the law[/p]
  • [p]Added new Production Methods for all plantations, a manufacturing category for tobacco, and a refining category for sugar[/p]
  • [p]Added ten new achievements, five in Update 1.12 and five in Iberian Twilight[/p]
  • [p]Countries with elections now have an 'Electoral Confidence' value that goes from 0 to 100%, representing the electorate's belief that any elections held will be free and fair. Meddling with elections will decrease Electoral Confidence, while allowing them to proceed without intervention will increase it. If Electoral Confidence is low, Legitimacy and Political Strength from Votes will be reduced to a degree depending on your laws and amendments. Generally, the more comprehensive your voting rights, the more severe the effects of low Electoral Confidence.[/p]
  • [p]Added the Tradition of Free Elections amendment, which blocks electoral manipulation, makes the enactment of autocratic laws more difficult, and increases base legitimacy[/p]
  • [p]Added 3 free historical companies[/p]
  • [p]Added the Kaiserforum, including a related Journal Entry and events (National Awakening)[/p]
  • [p]Added a new Ruler Selector to the country selection screen. The Ruler Selector only shows when the Ruler Selector Game Rule is Enabled and is disabled for Multiplayer.[/p]
  • [p]Added a new Addendum article type letting you write a custom message as an article. It has no mechanical effects.[/p]
  • [p]Added a Slave Revolt movement, representing attempts by slaves to self-emancipate[/p][p][/p]
[h2][/h2][h2]Improvements[/h2]
  • [p]Added a selection of new flags, names, and map colours for Iberia[/p]
  • [p]Greatly reworked starting wine production areas, and shifted more production towards France, Italy, and Iberia[/p]
  • [p]Added Esperanto hub names to Iberia[/p]
  • [p]Added German state name variants for Spanish and Portuguese states[/p]
  • [p]Reworked coups to be centered around dissatisfied military commanders, and broadened the laws they may establish[/p]
  • [p]Devastation is now per-state instead of a state region so your pesky neighbor who is constantly at war and whom you are sharing a region with, won't be affecting you anymore[/p]
  • [p]Added support for displaying full character names in the order determined by their culture. I.e. Tokugawa Ienari instead of Ienari Tokugawa. This is set per culture and defaults to first name + last name.[/p]
  • [p]Chinese, Japanese, Korean, Mongolian, Manchu, Hungarian, Khmer, and Champa cultures now make use of Eastern naming order[/p]
  • [p]Interest Groups will now change only ever join or leave parties when an election campaign starts. However, the restrictions on Interest Groups leaving or joining parties in government is lifted so parties can be freely recomposed in any way when the election campaign starts (and only then). The only exception to this is under Single Party State, where IGs are allowed to join the only legal party at any time.[/p]
  • [p]Certain very backwards laws, such as Serfdom, Isolationism, Peasant Levies, and Traditionalism, will now consolidate all liberal pops into the Modernisation Movement. More liberal and communist movements will not be available until these laws are removed.[/p]
  • [p]The "Bourbon for Everyone" achievement now requires a Bourbon monarch, and may now be achieved after forming Iberia[/p]
  • [p]Reworked the political and cultural setup for the Philippines, and split Filipino culture into five[/p]
  • [p]All buildings with allowed collectivization now have a greater chance to 'self-invest', ie for new autonomously invested levels to be owned by the Workforce, and a lower chance to be privatized[/p]
  • [p]Under Guild System and Traditionalism, buildings now have a greater chance to 'self-invest', ie for new autonomously invested levels to be owned by the Workforce, and a lower chance to be privatized[/p]
  • [p]Made the Geheime Staatskonferenz modifier for Austria into a starting Amendment which increases Legitimacy, decreases law enactment success chance, and blocks government reform for as long as it is active[/p]
  • [p]Reworked the political setup of West Africa, and added a bunch of dynamic names to the region[/p]
  • [p]Under Serfdom and Manorialism, a certain % of arable land in incorporated states is now reserved for subsistence buildings and cannot be developed until the law is changed[/p]
  • [p]Under Serfdom and Manorialism, a certain % of employment in subsistence buildings is considered 'protected', and cannot be hired by other buildings until the law is changed[/p]
  • [p]Colonial Administrations now have Subjecthood by default, along with an amendment to Subjecthood that reflects the racialisation of colonial governments[/p]
  • [p]Improved the range of laws supported by the Modernisation Movement[/p]
  • [p]Made the Gründerzeit Journal Entry display the current GDP in green if it is meeting the quarterly target, and red if not[/p]
  • [p]The Fragile Unity Journal Entry will now decrease if China has a successful coup[/p]
  • [p]Added new interactions for Government Petitions, to request an extension on the timer and to immediately dismiss the petition[/p]
  • [p]Added a starting anti-Hungarian lobby to Croatia[/p]
  • [p]Improved several pieces of narrative content pertaining to slave revolts, hooking in the new Slave Revolt Movement[/p]
  • [p]Increased the visibility of the option to pursue the Title of Eastern Rome in the Megali Idea Journal Entry for Greece, and added state highlighting for Megali Greek and Byzantine states[/p]
  • [p]Increased the visibility of the Bavarocracy progress bar conditions[/p]
  • [p]Changed the Age of Caudillos Journal Entry to use a scripted progress bar[/p]
  • [p]Reversed the names of Taiping Heavenly Kingdom characters[/p]
  • [p]Added a line to the Spectre Haunting the World progress tooltip, showing the negative effects of not having Policing or Home Affairs[/p]
  • [p]Added Wine potential to Diyarbakir[/p]
  • [p]Oman has been elevated to kingdom status[/p]
[p][/p][h2][/h2][h2]AI[/h2]
  • [p]Remade how the AI allocates resources for conscripts. The AI should be a lot more willing to deploy conscripts if it has no regulars at all.[/p]
  • [p]AI will now default to infantry conscripts if it can't access resources needed for the wanted type in the state they are being recruited[/p]
  • [p]The AI is now a lot more reluctant to accept renegotiated treaties that are strictly worse for them than what was already agreed on[/p]
  • [p]Maximum AI combined acceptance for "Goods Transfer" treaty article has been reduced from 50 to 25[/p]
  • [p]Maximum AI individual acceptance for "Goods Transfer" treaty article has been reduced from 50 to 10[/p]
  • [p]Made the AI more inclined to abolish certain very detrimental laws[/p]
  • [p]Lobby Opportunity Bonus acceptance for treaty articles is no longer reduced or removed when adding additional articles that the AI has a positive acceptance towards[/p]
  • [p]The AI will now be far more averse to trading massive volumes of individual goods via the "Goods Transfer" treaty article[/p]
  • [p]Made conservative AI less accepting of national-liberal movements[/p]
  • [p]France is now a lot more aggressive against a Haiti that unilaterally cancels debt payments, to a degree depending on the amount of debt canceled[/p]
[p][/p][h2][/h2][h2]Balance[/h2]
  • [p]Reduced base Company construction and throughput bonuses. With the introduction of Executives in particular they tend to rack up enough bonuses already.[/p]
  • [p]Changed several cultural acceptance triggers to average pop acceptance triggers, to address some issues with content requiring overly high cultural acceptance for a culture[/p]
  • [p]Political Movements will now also consider the conscription capacity of the uprising states if it's worth uprising[/p]
  • [p]The amount of free construction countries get now scales against their GDP, with a minimum of 2 free construction at 0 GDP and a maximum of 10 at 10 million GDP. This was done due to an excess of free construction in small countries resulting in areas such as India developing far too rapidly, combined with the increased viability for small countries to support Construction Sectors with the lowered employment to 1k. Construction Sectors now only cost 25 construction, to enable even countries with a minimal amount of free construction to build them in a reasonable amount of time.[/p]
  • [p]Added a Game Rule for whether base construction capacity should be scaled to GDP or not. By default, it is scaled for AI countries but always 10 for player countries, so that free construction can be reigned in without making tiny countries too tedious to play.[/p]
  • [p]The prestige from being leader goods producer now scales against the global GDP, starting low and increasing over time so that it can be relevant at all stages of the game without completely overpowering other factors in the early game[/p]
  • [p]Radicals no longer impact assimilation & conversion rates directly, as it also impacts fervor & obstinance which in turn impact assimilation & conversion rates[/p]
  • [p]Marginalized IGs with at least 2.5% support among political participants are now allowed to join parties. Interest Groups that are part of a party are no longer considered to be marginalized, even if they have low clout. This fixes an issue where IGs that were not already in a party would never receive votes and thus never become unmarginalized.[/p]
  • [p]Devastation now decays at an increased rate the higher it is, so that while it can still linger for a long time, it does not do so at full effect[/p]
  • [p]Toned down the infamy gain and effects from the "\[CULTURE] Horrors" event options[/p]
  • [p]Removed the Catalan, Galician, and Basque cultures from the Iberia formable country by default[/p]
  • [p]Changed default starting gold reserves from 0.5 \[50% capacity] to 0.25 \[25% capacity][/p]
  • [p]There is no longer a penalty to Import Trade Advantage for lacking interests, making small markets more vulnerable to having their local industry outcompeted by cheap imports[/p]
  • [p]When calculating the penalty on Export Trade Advantage for lacking interests, junior countries in a larger market can now use the Market Controller's interests in addition to their own[/p]
  • [p]The "Take State" subject interaction now generates far less Infamy[/p]
  • [p]Changed Isabel II's Interest Group to Petit-Bourgeoisie[/p]
  • [p]Losing wars to recognised powers, and going a long time without abolishing certain very backwards laws, will increase attraction to the Modernisation Movement[/p]
  • [p]Reduced the quarterly requirement for the Gründerzeit JE from 2.5% to 2%[/p]
  • [p]Increased popularity gain and loss from battlefield victories and defeats[/p]
  • [p]Reduced the direct increase of Serfdom and Manorialism to Landowners Political Strength, to balance against the impact of added restrictions on economic development[/p]
  • [p]Greatly reduced the penalties of the "Tihamah" state trait in Hedjaz[/p]
  • [p]Made Communists less tolerant of poor Labour Rights laws[/p]
  • [p]Aristocrats pop attraction to the Intelligentsia is now gated behind the Academia technology[/p]
  • [p]Arrange Accident can now be used to target heirs[/p]
  • [p]Haiti now suffers a penalty to Diplomatic Reputation when cancelling debt payments, which reduces their ability to sign treaties and get support in diplomatic plays[/p]
  • [p]Rosa Luxemburg will no longer support Polish nationalist movements[/p][p][/p]
[p][/p][h2]Art[/h2]
  • [p]Iberia and the Philippines now use the Latin American building set[/p]
  • [p]Added several new flags for Portugal[/p]
  • [p]Added red cassocks for Catholic Cardinals[/p]
  • [p]Added purple cassocks for Catholic Devout and Clergymen pops in December[/p]
  • [p]Added country-specific Presidential sashes to Latin American and Iberian countries[/p]
  • [p]Asian Animist Clergymen will now wear monk robes[/p]
  • [p]Updated French uniforms in the early game to include shakos[/p]
  • [p]Added military uniforms for Spanish and Portuguese Soldiers and Officers pops, as well as commanders and monarchs[/p]
  • [p]Improved the flag of the Federation of the Andes[/p]
  • [p]Added a new cosmetic tag for a State Atheist Holy Roman Empire[/p]
  • [p]Limited the use of the crown pop headgear to aristocrats of wealth 40 or above[/p]
[p][/p][p][/p][h2]Audio[/h2]
  • [p]New audio for Earthquakes harvest condition
    [/p]
[p][/p][h2]Content[/h2]
  • [p]Added a Journal Entry covering the Carlist Wars[/p]
  • [p]Added a new Colonial Administration law variant for colonial and company countries[/p]
  • [p]Added templates and lines of succession for historical Spanish monarchs and claimants, from both Isabelline and Carlist lines[/p]
  • [p]Added templates and lines of succession for historical Portuguese monarchs and claimants, from both Constitutional and Miguelist lines[/p]
  • [p]Reworked the maps of Iberia and the Caribbean, with new states, state traits, resources, pops, etc.[/p]
  • [p]Updated the map of North Africa[/p]
  • [p]Added an Iberian culture, unlockable through forming Iberia with the Iberian Union Journal Entry as a Council Republic[/p]
  • [p]Added an Electoral Clientelism amendment for Distribution of Power laws, enabling the player to choose election results at the cost of penalties to Legitimacy[/p]
  • [p]Added the Factory Councils law, a Labour Associations law gained by socialist revolutions that represents workers' seizure of industry[/p]
  • [p]Added a new Earthquake Harvest Condition[/p]
  • [p]Added additional popularity modifiers to some commander skills, so that skilled generals and admirals are recognized by the public for being so[/p]
  • [p]Reworked the Appoint Governor diplomatic action and added a diplomatic action for a colony to request one[/p]
  • [p]Changed the hubs of select Caribbean nations, so that Port-au-Prince, Santo Domingo, and San Juan are now the capitals of their respective state regions[/p]
  • [p]Repurposed nearly 200 coat of arms assets to work as Power Bloc icons[/p]
  • [p]The Springtime of the Peoples is now a Global Journal Entry[/p]
  • [p]The Unstable Raj is now a Global Journal Entry[/p]
  • [p]The Gründerzeit is now a Global Journal Entry[/p]
  • [p]The Great Eastern Crisis is now a Global Journal Entry[/p]
  • [p]The Peru-Bolivia Confederation is now a Global Journal Entry[/p]
  • [p]Made the House of Osman (Osmanoglu) the only dynasty capable of ruling the Ottoman Empire[/p]
  • [p]Added an event to choose the flag of the Spanish Republic[/p]
  • [p]Added a Moderantist ideology for Spanish landowners, granting them a stance in favour of Free Trade, Oligarchy, and State Religion[/p]
  • [p]Reworked numerous law enactment events to add Amendments to the laws they apply to[/p]
  • [p]If the same Carlist/Legitimist claimant comes to the throne of both Spain and France, a Personal Union will be established between the two[/p]
  • [p]Added a "Struggle for the Highveld" Journal Entry for all countries present in South Africa at game start[/p]
  • [p]Changed the demographic setup of Western Sahara. Sahrawis are now represented by the Bidan (Hassaniya Berber-Arab) culture rather than Bedouin/Berber.[/p]
  • [p]Expanded the Caribeño namelist (Thanks to Tripledot)[/p]
  • [p]Added dynamic naming to the island of Hispaniola[/p]
  • [p]Renamed the Liberia state region to Grain Coast, and reworked the hubs to be more historically accurate. Liberia is now a dynamic state name for the state region associated with Liberia or an American country.[/p]
  • [p]Added a starting Amendment to Haiti's National Supremacy law, increasing Acceptance of the Polish culture[/p]
  • [p]Revised the starting political and cultural setup in South Africa[/p]
  • [p]Fixed some misspelled hubs around the world and changed others to be more period-appropriate[/p]
  • [p]Added historical Swedish migration event and historical Swedish law event[/p]
  • [p]Added a Persian homeland to Herat[/p]
  • [p]Added a Mashriqi homeland to Hedjaz[/p]
  • [p]Improved the localisation for the Influencing Hawaii Journal Entry[/p]
  • [p]Made Communist revolutions red on the map by default, and Anarchist revolutions black[/p]
  • [p]Added sulphur potential to Nauru to reflect the island's large phosphate deposits[/p]
  • [p]Added tea growing potential to the Azores (thanks u/yousoseally)[/p]
  • [p]Renamed the Chernivtsi hub in Eastern Galicia to Kolomyia[/p]
  • [p]Changed Miskito Kingdom religion from Animist to Protestant[/p]
  • [p]Added starting flavour text to Montenegro[/p]
  • [p]Cuba now uses Céspedes flag when fighting for their Independence[/p]
[p][/p][h2][/h2][h2]Interface[/h2]
  • [p]Feed and Toast notifications now can have go-to buttons on them that takes you to their relevant info panel if there is one[/p]
  • [p]We now show the amount of potential conscripts that could be recruited in the political movement breakdown[/p]
  • [p]Political Movements should use their ideology icon instead of movement type now in all places next to their name[/p]
  • [p]Added a setting to enable or disable sending optional telemetry data[/p]
  • [p]Added an alert for when you can form a major formable nation such as Germany, Italy or Iberia[/p]
  • [p]Added an important action for when you can form any non-major formable nation[/p]
  • [p]It now possible to 'ignore' Decisions and Country Formations so that you do not get an alert/important action for when they are possible[/p]
  • [p]Fixed a bug where popup events were being shown repeatedly when closed[/p]
  • [p]Added devastation recovery multipliers from modifiers to the devastation recovery tooltip[/p]
  • [p]Alert/important action for decisions now shows which decisions can be taken[/p]
  • [p]Events that are about to expire will now pop up even if they were previously opened and closed again without selecting an event option[/p]
  • [p]Made some modifier breakdowns a bit more flat (No more Trade Center -> Trade Center -> Trade Center -> Trade Center)[/p]
  • [p]Slightly improved how modifier breakdowns are done[/p]
  • [p]Made countries tooltippable in the same target wargoal error[/p]
  • [p]Effects that add and remove state traits now allow you see the details of those traits in the tooltip[/p]
  • [p]When a character is removed for reasons that are not actually their death (such as being replaced in their only role), the game will now fire a notification saying they retired instead of forcing them to die along with the job[/p]
  • [p]Added a new line between pop assimilation modifiers in the tooltip[/p]
  • [p]Nudged the Power Blocs mapmode to its correct place in the alphabet (by renaming "All Power Blocs" mapmode to "Power Blocs - All")[/p]
[p][/p][h2][/h2][h2]Modding[/h2]
  • [p]Enabled expandable databases allowing modders to inject values into them without having to replace the whole thing. Syntax uses prefixes like INJECT, REPLACE, TRY_INJECT, etc.[/p]
  • [p]Added a new database for Geographic Regions which is any combination of Strategic Regions or State Regions (Europe, africa, etc) and will automatically generate script lists for countries/states/state region/strategic regions/provinces. For example: any_country_in_africa.[/p]
  • [p]War Goals are now defined in script (and thus moddable). See war_goal_types.md for documentation.[/p]
  • [p]Journal Entries can now be set as 'contextless', aka global context. Contextless JEs are not associated with a specific country and there can only ever be one instance of them, but have expanded functionality that allows you to determine which countries are involved in (and thus able to interact with) the Journal Entry, and which countries can see the Journal Entry even if they are not involved in it. This makes it much easier to create JEs for historical situations whose context is not principally tied to a single country, and we plan to rework some of our existing content to use this new model going forward.[/p]
  • [p]Production Methods can now be unlocked or disallowed based on State Traits, Geographic Regions and Law Amendments[/p]
  • [p]Added modifiers for forcing subsidies on groups or types of buildings, `country__require_subsidies_bool`[/p]
  • [p]Added modifiers for setting export/import levels for a specific good, in this format `country____tariffs_level_add`, Range of 1 to 7, 1 for Min/Max Subventions, 4 for no tariff/subvention' and 7 for Min/Max Tariffs[/p]
  • [p]Modifiers for changing tariff rate for specific goods. `country___tariffs_rate_add`[/p]
  • [p]Replaced ALLOW_ASSIMILATION_ACROSS_HERITAGES with ALLOW_ASSIMILATION_REQUIRE_GROUP and ALLOW_ASSIMILATION_REQUIRE_TRAIT (Slave assimilation still will always require heritage group)[/p]
  • [p]Modifier types can now be flagged as script_only, this will suppress all 'invalid modifier' errors previously fired when modders added new modifiers[/p]
  • [p]State resource potentials (such as mining, agriculture etc) now uses building types instead of building groups. As a consequence, many single-building building groups have been removed or consolidated.[/p]
  • [p]Sorted out the jumbled and inconsistent mess of income/expenses triggers. There are now six properly functioning and localized triggers: total_income, total_expenses, fixed_income, fixed_expenses, total_net_income and fixed_net_income. Any previous uses of income, expenses and weekly_net_fixed_income will have to be updated to the new naming conventions.[/p]
  • [p]Added triggers stall_chance, stall_chance_without_enactment_modifier, stall_chance_for_law, and stall_chance_for_law_without_enactment_modifier[/p]
  • [p]Effect set_ruling_party now actually works[/p]
  • [p]Decrees can now be unlocked by State Traits, Geographic Regions and Law Amendments[/p]
  • [p]Added state buy orders modifiers that add buy orders directly to a state, works the same way state sell orders modifiers do only with buy modifiers instead[/p]
  • [p]Save games should no longer crash if building types have been removed and renamed between saving & loading. An alias system has been created to be able to load renamed buildings into new saves, though it is not a perfect transition and some data in the save may be lost. The alias system does not work for database/setup definitions, only for saves.[/p]
  • [p]Added data functions in interface for accessing alerts & proposals that have been dismissed[/p]
  • [p]num_units_share now counts only the active army and raised conscripts[/p]
  • [p]Added building type value link required_construction[/p]
  • [p]Added new link value average_progressiveness, which calculates the average progressiveness of a character or interest group's ideologies, modulated by ideological_opinion_impact[/p]
  • [p]Renamed building types in the database to generally use a consistent singular format (ie, building_furniture_manufactory instead of furniture_manufacturies)[/p]
  • [p]It is now possible to add a should_popup_when_expiring = no flag to events, which makes them silently time out with the default option[/p]
  • [p]Added new effect set_character_as_executive[/p]
  • [p]set_character_as_ruler effect now also makes them the executive of the company owning the country, if the country is a chartered company[/p]
  • [p]Added a new text input type for treaty articles[/p]
  • [p]Added BuildingGroup to the script system[/p]
  • [p]JE Effect Outcome now have access to JE scope when generating the headers[/p]
  • [p]Added new market goods triggers is_exported_to and is_imported_from[/p]
  • [p]Added a Job Attractiveness modifier to buildings. Low Job Attractiveness will increase the wage a building needs to offer in order to be able to hire workers, while high Job Attractiveness decreases it.[/p]
  • [p]Added new effect retire_character[/p]
  • [p]Added TimeKeeper.GetCurrentDateWithDiff( int ) function[/p]
  • [p]Added DiplomaticPlay.GetInitiatorBackersBreakdown & DiplomaticPlay.GetTargetBackersBreakdown[/p]
  • [p]Exposed TopScope of player message items for better scriptability[/p]
  • [p]Added new market goods links largest_exporting_market and largest_importing_market[/p]
  • [p]Added per-pop type standard of living modifiers for buildings[/p]
  • [p]Added new modifier character_advancement_speed_mult[/p]
  • [p]Added support for deploy_to_front and teleport_to_front to take a base camp property[/p]
[p][/p][h2][/h2][h2]Bugfixes[/h2]
  • [p]We have pushed a possible fix for the infamous 24H2 crash. If you previously experienced this crash and switched to Vulkan please try switching back to DX11 as it has better performance.[/p]
  • [p]Company Executive traits are now applied immediately as they should[/p]
  • [p]Civil War now properly calculates weekly their stockpile and conscription bonus from the movements momentum[/p]
  • [p]Fixed a bug where a wargoal against country that left the war is still included in the peace deal proposal, preventing sending the peace offer[/p]
  • [p]Fixed an out of sync case related to Treaties[/p]
  • [p]Fixed an Out of Sync caused by transfer money treaty becoming invalid, most likely from a country being destroyed (but still alive)[/p]
  • [p]Fixed a couple of other Out of Sync cases that could inconsistently appear[/p]
  • [p]Fixed a bug where production method effects wouldn't be applied to military units[/p]
  • [p]Fixed a bug where the unit_supply_consumption_mult modifier did not actually do anything[/p]
  • [p]Fixed a bug where it was possible to be swayed into war against ally from another DP[/p]
  • [p]Fixed a bug where you could not raise conscripts in states with a positive conscription rate due to the country conscription rate being negative[/p]
  • [p]Fixed a bug on Mac OS that caused flickering on farm buildings in Europe[/p]
  • [p]The Army overview in the country panel now correctly shows the amount of conscripts that have been raised[/p]
  • [p]Made sure we subtract casualties from manpower when adding demoralized otherwise we could end up with more demoralized and casualties than there was total manpower[/p]
  • [p]Delayed events which were valid upon being queued will now double check that they are still valid when they are about to trigger. Hopefully avoiding weird cases where events are referring to something that is no longer true.[/p]
  • [p]Fixed a bug where sometimes countries could not start diplomatic plays if they and their target were 'on the fence' in the same play[/p]
  • [p]Fixed a bug where character modifiers were not being inherited from the country to its characters, so that if you had for instance a character advancement speed on a journal entry it would not have any effect[/p]
  • [p]Fixed an issue where Indian Home Rule was impossible to complete due to unachievable acceptance requirements[/p]
  • [p]Enacting Council Republic will now immediately conclude "The Spectre Haunting the World"[/p]
  • [p]Fixed a bug where removing wargoals from a peace deal proposal does not remove them from AI acceptance calculation[/p]
  • [p]Fixed a bug where you could not sort Power Bloc members by leverage advantage[/p]
  • [p]Fixed a bug where it would show an agitator supporting all inactive laws[/p]
  • [p]Fixed an issue where a couple of Journal Entries, most notably all Railway JEs, were unavailable to the AI (thanks to the "Paradox Bug Fix for 1.10" mod by dragon-archer)[/p]
  • [p]Fixed an issue where "A Peculiar Reconciliation" would not correctly remove the Pro-Slavery ideology[/p]
  • [p]Fixed a bug where reform government options can display identical party configurations[/p]
  • [p]Fixed a bug where treaty names would use unlocalized hub names[/p]
  • [p]Fixed a bug where workforce owned buildings tooltip claimed slaves get dividends[/p]
  • [p]Fixed bug with how the country-wide tariff rate modifier was applied[/p]
  • [p]Fixed a bug where revoking trade charters wasn't possible[/p]
  • [p]Added invalid checks for Ruler Journal Entries and events[/p]
  • [p]Fixed a bug where foreign investors could queue more building levels than the max level of the building, if other countries were simultaneously expanding the same building[/p]
  • [p]Fixed an issue where the ruler of Persia would wear the wrong outfit[/p]
  • [p]Fixed an issue that caused Central Asian characters to wear keffiyehs[/p]
  • [p]Fixed a bug with construction entity did not trigger if building is in construction queue but not first or is active from the start[/p]
  • [p]Fixed a bug where player was able to set strategic objective target to a transfer Subject state[/p]
  • [p]Fixed a bug where it would not display why you could not demand independence from a target country that is not your overlord in the diplomatic lens[/p]
  • [p]Fixed a bug where the tooltip claimed incorporated states had more literate pops than all states combined[/p]
  • [p]Added lobby texts to various nations that lacked them[/p]
  • [p]Fixed the Belle Epoque trigger so it doesn't default to capital for the U.S.[/p]
  • [p]Fixed a bug where buildings with slaves would not correctly evaluate their employee count and end up 'hiring' way too many slaves[/p]
  • [p]Egypt's heir Ibrahim is now Egyptian culture so that his heirs can be as well[/p]
  • [p]Removed numerous instances of tooltipped text being used in flavour text[/p]
  • [p]Fixed a bug where Resignation/Abdication could retrieve a null scope[/p]
  • [p]Fixed a bug where the loyalist and radical bar would fill up and empty in a loop for Interest Groups[/p]
  • [p]Fixed a bug where a closing bracket was missing in the Polish and English localization files, causing some Power Bloc info to be displayed incorrectly[/p]
  • [p]Fixed various small typos and formatting errors in National Awakening content[/p]
  • [p]Fixed Diogo Feijó having an incorrect Wikipedia link[/p]
  • [p]Malta is now a valid candidate for the Western Protectorate achievement[/p]
  • [p]Fixed a bug where the create_power_bloc would incorrectly generate startup errors despite working correctly[/p]
  • [p]Egyptian General Ahmed Pasha is now correctly assigned the Circassian culture (instead of French)[/p]
  • [p]Fixed numerous issues in monarch succession logic[/p]
  • [p]Fixed an issue where a foreign country making Circassia a subject could fire Caucasian War events to Russia[/p]
  • [p]Fixed the Opium Wars possibly targeting a revolutionary country[/p]
  • [p]Only the Pope may wear the Pope Hat now[/p]
  • [p]Fixed an issue where animist Clergymen would occasionally wear European executive clothing[/p]
  • [p]Fixed a bug where new parties could incorrectly form in government after certain revolutions[/p]
  • [p]Fixed an issue where an unconstructed University could contribute to the Bavarocratic Ire progress bar[/p]
  • [p]José do Patrocínio's culture is now correctly set to Afro-Brazilian[/p]
  • [p]Frederick William III and Frederick William IV's birthdates are now historically accurate[/p]
  • [p]Fixed missing German state name for Gelre when owned by German speaking country[/p]
  • [p]Added links to the Trade Advantage concept in a couple of modifier tooltips that were missing it[/p]
  • [p]Fixed some missing localization in The Anarchy event for Great Britain[/p]
  • [p]Fixed an issue where The Devil's Paintbrush could return null scopes[/p]
  • [p]The Victoria Terminus may no longer be built outside of Bombay[/p]
  • [p]Fixed an issue where the "Ruler Intervenes in Political Process" event could occur with a law the ruler opposes[/p]
  • [p]Fixed a possible NULL_STATE in the "In Search of a Better Life" event[/p]
[p][/p][hr][/hr][p]
[/p][p]And that is all for today! 
[/p][p]We will see you all tomorrow, for part two of the pre-release Iberian Twilight streams starting at 14:00 CET, featuring Hansi and Victoria this time![/p][p][/p][p]After that, next time we see you will be for Iberian Twilight release day (December 11th) with the release stream starting at 15:30 CET and patchnotes/release roughly at 16:00 CET. See you then![/p][p]
[/p]

Songs of the Homeland now on music platforms!

[p]Good Day Victorians![/p][p]It is time to stir your emotions with powerful anthems that capture the fervor of emerging national identities and the pride of a people defining their place in an ever changing world.[/p][p]Songs of the Homeland is now available on the following music platforms:[/p][p]Now you can truly experience a national romantic musical style not just in the game, but wherever you so wish![/p][p]
[/p]

Victoria 3 - Dev Diary #169 - The Art of Iberian Twilight

[p][/p][h2]Introduction[/h2][p]Happy Thursday, and welcome to the Art Diary of Iberian Twilight. Dev Diaries are supposed to be good, or short. This will be a short dev diary. Despite an image being worth a thousand words, considering the recent deluge of content from the designers, there is no way for an art director to compete anyway, and perhaps it’s for the best - surely you have had enough discourse by now. And so we move swiftly on to the content. [/p][p]As usual, we will examine the art components in an orderly fashion, and for ease of browsing we will divide these components into three dimensional art - being environmental art, e.g. things on the map and table; character art, e.g. historical and/or fictitious figures and their garments; followed by two dimensional art, which is to say the user interface reskin and its’ various components, the actual map itself, and the event images (some of which have already been showcased in previous diaries).[/p][p]
A note on environment art

Before we begin looking at the content, I would like to address something that has been previously mentioned by us on the forums, which is that for Iberian Twilight, we decided to make a change from the usual content that we have included in immersion packs in the past: Instead of retexturing rural and urban buildings, we have decided to make several buildable projects, tied to journal entries and gameplay.[/p][p][/p][p]The main reason for this is, that when we set out to investigate the building style, we gathered a lot of references and tried out different approaches, but did not arrive at a satisfying result that would make the buildings really stand out compared to previous examples.[/p][p]So we sat down and thought about alternatives. If we couldn’t do a building style set justice, we wanted to go with something new, something that has a connection to gameplay which players can interact with.[/p][p]We have spent just as much time and effort, if not more, on this content, than we would have on a new set of farm houses and we hope you can see our passion shine through in those just as much as with a building style.
[/p][p]The content, then:[/p][p][/p][p]There are five discrete architectural projects to build, all with a corresponding series of journal entries and events. The projects cover a few different parts of the Iberian sphere of influence, and they are in no particular order of importance: the restoration of Pena Convent into Pena Palace, Portugal; the construction of the Gran Teatro de la Habana, Cuba; the construction of the Atocha Train station, Madrid; the (if unlucky, repeated) restoration of the Nth Manila Cathedral, Philippines; and finally, Spain’s Greatest Architectural Cliffhanger, the Cathedral to End All Cathedrals, the Final Boss of Iberian Architecture: the Sagrada Familia, Spain. Finally, you may finish what no man has yet to finish.[/p][p][/p][p]As these projects are all tied into journal entries, we are joined by content designer Lufthansi who will walk us through the associated gameplay content.[/p][p][/p][p]We begin with…[/p][p]
[/p][p]The restoration of Pena Palace[/p][p][/p][p]The Pena Convent on a hill in the Sintra Mountains, as it stood before the restoration and extension in 1842 by Eschwege, on orders from Prince Ferdinand. NB: For space reasons, the convent has migrated WNW from its original geographic position - we are trying to rectify this before launch, but Lisbon appears to take up more space than expected - it is not a small city![/p][p][/p][p]Hello, Lufhansi here, narrative designer on Victoria 3. You thought you were rid of us that easily? Pah! In any case, construction of these new flashy monuments is tied to new monument-specific Journal Entries, similar to earlier examples such as Cristo Redentor and the Victoria Terminus. Generally the Journal Entries will unlock the ability to construct the unique monument in question, and then reward you for doing so, though as we will see further down, some monuments have 'special' properties vis-a-vis the others. [/p][p]
[/p][p]The current requirements and starting event for the Glorious Eden Journal Entry. Note that some triggers and effects are still subject to change. [/p][p][/p][p]Non-prestige related building effects can be disabled by toggling the Monument Effects game rule. [/p][p][/p][p]The finished Pena Palace with its eclectic mix of Neo-Gothic, Neo-Manueline, Neo-Islamic and Neo-Renaissance. Surely that’s enough Neo. Also, a reminder that the Palace most likely will migrate south southwest for the release to a more appropriate location.[/p][p][/p][p]Moving swiftly east towards…[/p][p][/p][p]The Gran Teatro de la Habana[/p][p][/p][p]A palace of Cuban Arts [/p][p][/p][p]Perhaps the most straightforward of the building projects, and a project of national pride for the new nation. Built on the site of the Teatro Tacón, famed for its acoustics, the old building can be clearly discerned from above, encased within the new structure.[/p][p] [/p][p]An artists’ footnote: It is strange and somehow comforting to be reminded that there still remain cities on earth that have not yet been fully modelled in google maps. (Finding images of the roof structure was a tedious procedure.)[/p][p] [/p][p]Designer's footnote: similarly, trying to dig up building plans for this specific building also proved troublesome. [/p][p]
Narrative content related to the construction of the so-called 'Galician Centre'.[/p][p][/p][p]Moving back to Spain for…[/p][p][/p][p]The Atocha Train Station of Madrid[/p][p][/p][p]A classic Victorian era project - wrought iron, infrastructure and railways, what’s not to love?[/p][p] [/p][p]The finished Atocha Railway Station by Alberto de Palacio Elissagne, a disciple of that Eiffel fellow[/p][p] [/p][p]All aboard as we travel east to..[/p][p][/p][p]The Cathedral of Manila[/p][p]
Manila Cathedral at game start - technically this would be the fifth cathedral, but who’s counting?[/p][p][/p][p]A building project that keeps on giving. As I write this, the eighth iteration of the Minor Basilica and Metropolitan Cathedral of the Immaculate Conception stands proudly within the Intramuros of Manila.[/p][p] [/p][p]However, fire, war, and above all earthquakes have torn this building down over and over. And yet, we persist, and we rebuild. And now this sacred labour falls on you. Earthquakes have been added to the harvest conditions - yay! - and they will strike when you least expect it, bringing down the cathedral. [/p][p]
[/p][p]Earthquake! You will have to imagine the camera shake, screenshots simply do not do it justice.[/p][p]
[/p][p]Construction time again. Who knows how many times that church may need to be rebuilt? And how many times is too many? [/p][p][/p][p]The Cathedral, good as new! But for how long?[/p][p] [/p][p]Now, back to Spain for the main event:[/p][p][/p][p]The Sagrada Familia[/p][p][/p][p]The construction of the Sagrada Familia is split into three stages, and - perhaps unlike the real thing - we had a blast making this, although it was not without a struggle: The cursed blessed structure seems intent on not wanting to be built, even as a 3D model! We had to dig through an inordinate amount of references, from early photos of the original building site to the first proposals and sketches of Gaudí himself. Furthermore, the structure itself tends to defy the eye from any angle, creating instant migraines in anyone who tries to decipher its’ shape. Texturing the structure is another Sisyphos task: the entire facade is covered in minute detail and colour, and the less I talk about texel density, the better. Because it would involve swearwords. In any case, we hope you’ll enjoy building this as much as we did.[/p][p][/p][p]Starting event and Journal Entry tied to the construction of the Sagrada Familia[/p][p][/p][p]Unlike the previously mentioned monuments of this Dev Diary, the Sagrada Familia Basilica (and not cathedral, as our Polish localization team helpfully pointed out) is constructed in three stages. Each stage comes with its own little event and reward, detailing the evolution of the Basilica over time. Combined with the increased build time per stage, this means that finishing the Sagrada Familia within a reasonable time is no laughing matter. [/p][p][/p][p][/p][p]Two of the events associated with the stage-based construction of the Sagrada Familia[/p][p]
Sagrada Familia: Gaudí lays the foundations. Please ignore the signs of unrest, it seems near impossible to get the local population to calm down, even for one screenshot[/p][p] [/p][p]Sagrada Familia: Despite the death of the architect, the Basilica takes shape[/p][p]
Sagrada Familia: the Cathedral and the legacy of Gaudí is completed.[/p][p]
[/p][p]Bonus Project[/p][p][/p][p]Some of you may recall that after our last immersion pack, National Awakening, and its focus on the Balkans, there were some concerns over the lack of Austrian content. Not even, and I quote “a monument like the Hofburg/Kaiserforum”. To which I replied “we hear you”, and so we have added the Kaiserforum to the Austrian Empire journal entries.[/p][p][/p][p]So for owners of National Awakening, may we present the Kaiserforum. Comes in regular and Habsburg flavor.[/p][p]
[/p][p]Like the Sagrada Familia, the Kaiserforum is constructed in stages, so it is entirely possible for only parts of the structure to be completed, as occurred historically[/p][p] [/p][p]The completed forum in the historically correct sandstone finish. But who's to say they wouldn’t have painted the entire thing in Schönbrunner Gelb? It’s your Kaiserforum, your choice![/p][p] [/p][p]Table Assets[/p][p][/p][p]Four new table items have been added, along with a beautiful slice of marbled olive wood for your table top, and a DLC coin to add to your collection. [/p][p][/p][p]Each new item was inspired by a country central to Iberian Twilight, and because we have been on a bit of a food roll with recent releases, we’re proud to say that if you own National Awakening as well, you should now be able to put only food on the table.[/p][p]
We have tinned Sardines representing Portugal…[/p][p] [/p][p]…and neatly sliced Carabao mango from Manila.[/p][p] [/p][p]Then we have an inedible Carlist Beret and rosary, representing Spain…[/p][p] [/p][p][/p][p]…followed by a Cuban Cigar representing, well, Cuba. [/p][p] [/p][p]For the DLC coin, we have a (depending on who you ask) entirely illegal 1875 Carlist insurrectionary 5 Céntimos Coin.[/p][p] [/p][p]Character Art[/p][p][/p][p]So, moving on to characters and embracing the most fancy hats, coats and other clothing items![/p][p]First off, I would like to showcase the updated Carlist battle diorama soldiers:[/p][p][/p][p]The Carlists have the high ground! They cannot lose now, surely.[/p][p][/p][p]New outfits have also been made, including some very fancy coats:[/p][p][/p][p]With some bling added, it looks pretty solid:[/p][p][/p][p]Next up is the obligatory Carlist Beret:[/p][p][/p][p]
[/p][p]Some fancy new Rayadillo uniforms for the chaps posted in the colonies, and more hats: a Shako, I believe:
[/p][p]Some more traditional Portuguese headgear:
[/p][p]
[/p][p]And finally, a selection of famous or semi-famous people that have received custom DNA from us for your consideration:[/p][p] [/p][h2]2D Art[/h2][p]Leaving behind the world of three dimensional objects, we start our tour of flatland looking at…[/p][p]
[/p][p]User Interface[/p][p][/p][p]For the UI reskin, we looked at Spanish and Portuguese architecture and clothing in general. They are often highly ornamental, detailed and flamboyant (especially some of the coats worn by the leaders.). We also experimented with the style that is extremely hard to say for a non Spanish speaker, Churrigueresque or Ultra-Baroque (much easier).[/p][p][/p][p] Some early research on ultra-baroque, the azulejos tiles, and our early explorations on the style[/p][p][/p][p]On the one hand, we have highly detailed ornamental painted patterns with organic motifs (Leaves, flowers etc) as frames around the UI. Since these are so extravagant, we decided on gold for the frames to give it a luxurious look (which is also a core pillar of the Art style).[/p][p]
[/p][p]On the other hand, we incorporate elements from azulejos, the famous tiled art of the region, as background elements. We ended up using blue and white to emulate the classic look of Portuguese tiles, and some stylised floral and vegetal patterns for the details. [/p][p] [/p][p]The ornamental frames and the blue-white backgrounds are quite elegant together.[/p][p][/p][p][/p][p]Different UI elements like the Notifications Counter and the Pause frame.[/p][p][/p][p]While the colour blue has been used for UI buttons in previous UI skins, the shade we use here is slightly richer and more saturated than the more muted blue of Voice Of The People. We felt that this combination of blue and white is the most visually appealing when put together with the rest of the UI.[/p][p][/p][p][/p][p]Rich blue buttons with gold framing[/p][p] [/p][p]Iberian Ceramics Main HUD with the Pause frame[/p][p][/p][h2]Papermap Skin[/h2][p]If you recall, the papermaps for National Awakening and Pivot Of Empire experimented with vibrant colored illustrations. For Iberian Twilight, we decided to scale back down on the colors and illustrations over the oceanic parts of the map.[/p][p] [/p][p]Both Portugal and Spain were great naval empires prior to 1836, and to further emphasise these two countries’ seafaring past, we have drawn inspiration from nautical maps from the 17th to the 19th century.[/p][p] [/p][p]References and key themes from our Idea board[/p][p] [/p][p]Like the maps of old, naval themes like boats, ships and sea monsters are added as decorative elements[/p][p]
[/p][p]Colors are used sparingly, and primarily around emblems and heraldry.[/p][p] [/p][p]Some of the old maps we researched also have illustrations on the bottom of the map featuring characters in environments. In previous paper maps, we often look at key moments in the country’s history or general life of the people in the region. For Iberian Twilight, we wanted to tap into Spain’s and Portugal’s glorious past as explorers and colonisers, leading up to the 19th century, and we wanted them in a chronological order, to tell a story. So we have designed two different timeline illustrations:[/p][p][/p][p][/p][p]A visual timeline of Spanish history(top) and a visual timeline of Portuguese history (bottom).[/p][p][/p][p]The eagle-eyed may have noticed that some of the texts in the images above are either in Portuguese or Spanish. That is not a mistake: for Iberian Twilight we are making two maps (well, more like 1.5 maps in all honesty). While we originally thought to combine both countries’ timeline illustrations into one map, it became impossible to decide on which language to use for the map texts. So: why not make two maps for greater immersion? Practically, what this means is that both the Spanish and Portuguese maps will share the same visual aesthetics, and the difference is in that the timeline illustrations at the bottom, and the map texts will either be completely in Spanish or in Portuguese. [/p][p]
[/p][p][/p][p]Players can either use Dynamic selection, or manually choose the Glory Of Spain or the Glory Of Portugal map.[/p][p] [/p][p]The full papermap (top in Spanish, bottom in Portuguese) [/p][p][/p][h2]Event Illustrations[/h2][p]There are several themes in Iberian Twilight and its content that we had to convey in our event illustrations. It should come as no surprise that an empire in decline is a key theme that encompasses other themes like the conflict between the Conservatives and the Modernizers, or the divide between different social classes. Other themes include colonisation, human and resource exploitation.[/p][p]
[/p][p]The (s)pain of losing the crown[/p][p]
[/p][p]The lives of the miners are not quite as comfortable as the life of that person under the umbrella.[/p][p]
[/p][p]Violence erupts in a Concert Hall![/p][p]
[/p][p]The sugar industry is doing pretty well, for some.[/p][p]
[/p][p]If you have read previous Developer Diaries on art, you will know that with each new batch, we try to identify gaps in our event illustration library, and find creative ways to fill them. One such gap was higher education or a University scene. For owners of Iberian Twilight, you will now have another image that can represent universities or higher education related events.[/p][p] [/p][p]School is done (in National Awakening) and now University is done! What’s next?[/p][p]
[/p][h2]Icons[/h2][p]The new building projects across the world have their own building icons, of course:[/p][p]All the monuments are recognisable, but one of them is especially familia.[/p][p]
[/p][p]Prestige Goods have become a staple in Victoria 3. With every new dlc, the designers and artists add new Prestige Goods.[/p][p]Iberia sure is famous for their alcohol![/p][p]
[/p][p]Sometimes, we add new Interest Group ideologies as well. And the icon for the new Harvest condition, earthquake.[/p][p][/p][p] [/p][p]There are also several new icons for other features such as Laws , a new Power Bloc Central identity Pillar, and a new Principle, but these have already been shown in previous dev diaries, and this dev diary is turning out longer than anticipated. There’s a surprise…[/p][p] [/p][p]Achievements will be shown in a later dev diary as usual! And that’s it from the 2D artists for Iberian Twilight. [/p][p][/p][p]With that, we must leave you. I hope you have enjoyed this short glimpse into the art of Iberian Twilight and the lives of those of us who strive to paint the world of Victoria into a better(?) or at least a more complex, nuanced image of suffering, struggle, progress, and profit. As always, we love to hear your feedback, both the good and the bad.[/p][p][/p][p]Next Thursday we have the Changelog and achievements before release, then as normal Patchnotes when we release on the 11th![/p][p]
Starting from 14:00 CET until 16:00 CET this Friday (28th) and next Friday (5th, we will be starting our pre-release stream of Iberian Twilight, hosted by Martin and Hansi! Then for release, Martin and Lino will give you a whirlwind tour of all the content in our release stream starting at 15:30 CET on the 11th![/p]