1. Victoria 3
  2. News

Victoria 3 News

Victoria 3 – Dev Diary #155 – Update 1.10 Narrative Content

[p][/p][p]Hello, and Happy Thursday. This is Victoria, Narrative Design Lead of Victoria 3. Today, I am returning with the other designers to cover the free narrative content and miscellaneous improvements coming in Update 1.10. The paid content contained in National Awakening will be covered in a later dev diary.[/p][p][/p][h2]The Springtime of the Peoples[/h2][p][/p][p]In 1848, a wave of revolutions spread across Europe, toppling the post-Napoleonic order in a matter of months. Formerly absolutist regimes convened National Assemblies, and enacted broadly democratic constitutions. A Republic was declared in France, the King of Prussia appeared before a crowd of Berliners wearing the tricolour cockade of the German nation, and the Austrian Emperor signed off on every document the radical Hungarian delegation placed in his hands. By the end of the year, these constitutions were revoked, the National Assemblies shuttered, and the Hungarian and Italian nationalists locked in a hopeless struggle against Austrian and Russian forces. All that remained of the triumphs of 1848 was the abolition of serfdom in Austria, the end of absolutism in Denmark, and a counter-revolutionary French Republic under Louis-Napoleon Bonaparte.[/p][p][/p][p]The failure of 1848 haunted European liberalism throughout the nineteenth century, fading only once it became clear that traditional conservatism was a spent force. In time, liberalism would have its victory, but it would be one gained through reconciliation, not through barricades and gunsmoke.[/p][p][/p][p]To properly represent this great upheaval, we have updated the Springtime of the Peoples Journal Entry. Once an applicable European country experiences a revolution from a movement categorised as Liberal or Socialist, the Springtime of the Peoples will activate for all European countries that have researched Egalitarianism.[/p][p][/p][p][/p][p][/p][p]For the purpose of the Springtime of the Peoples \[and related content], political movements are categorised under the loose umbrellas of “liberal”, “socialist”, and “conservative”. Precisely which movements are capable of activating the Springtime of the Peoples are available in convenient tooltips.[/p][p][/p][p][/p][p][/p][p]Whilst the Springtime of the Peoples is active, political movements in general will have increased Activism, and various liberal political movements will have greater pop attraction. We have also changed the completion and failure effects. The Springtime of the Peoples now lasts three years – if a country can survive three years without suffering a revolution, or manages to keep all liberal movements suppressed for one year, the Journal Entry will conclude in a conservative victory.[/p][p][/p][p][/p][p] To better represent the course that the revolutions of 1848 tended to follow, this Journal Entry gives revolutionary movements the ability to immediately seize power, provided certain conditions are met. If an applicable movement becomes Insurrectionary whilst a country’s capital state has over 10% Radicals, barricades will go up in the capital, and the revolutionaries will make a grab for power.[/p][p][/p][p][/p][p]Such a revolution will immediately result in a revolutionary victory, bringing the Revolution into its precarious second stage.[/p][p][/p][p][/p][p]If the Springtime of the Peoples Journal Entry represents the circumstances that swept revolutionaries into power across Europe, Red Summer represents the circumstances that, historically, proved to be their doom. To understand why this was the case, one must take a closer look at the social base of these revolutions.[/p][p][/p][p]The Revolutions of 1848 marked the last great joint revolutionary endeavour between the European bourgeoisie and proletariat. They occurred in the context of absolutist regimes which were experiencing capitalist economic development, yet had largely failed to offer the bourgeoisie access to the halls of political power. Political institutions were centralised in capital cities which had grown swollen with workers freshly arrived from the countryside, now immiserated by mechanisation, food shortages, and poverty wages. As urban poverty rose, the “social question”, from which the word “socialism” is derived, became increasingly salient. It is precisely this question that the liberal revolutionary regimes failed to solve, breaking the alliance between classes at the crucial moment.[/p][p][/p][p]Each country’s Revolution typically followed a similar course of events. Protests, led by members of the middle-classes and granted momentum by the working classes, would escalate into the construction of barricades to block the movements of troops. Facing the prospect of further violence, besieged monarchs would typically agree to appoint liberal ministers, convene a National Assembly, and enact a constitution. The liberal ministers, generally representing the middle-class section of the revolutionary coalition, would find themselves simultaneously pressed by radical demands to solve the “social question”, and the resistance of the conservative establishment. Their failures to address the problem of poverty typically led to more radical uprisings. Former supporters of the revolutions, now threatened by the prospect of further social chaos, fled into the conservative camp, providing the means for the conservative military and aristocracy to dismiss the liberal cabinet and abrogate the new Constitution. The exception is the separatist revolutions in Italy and Hungary, where these coalitions were saved from their own contradictions by the pressing threat of the Austrian military.[/p][p][/p][p]To summarise: once the coalitions of 1848 seized political power, the contradictions between the demands of middle-class liberals and working-class radicals became immediately clear. These contradictions spiraled into violence, prompting those who desired social peace to turn against the revolution, and cutting its feet out from under it.[/p][p][/p][p]The Red Summer Journal Entry has two progress bars, the first representing the revolution’s entrenchment, the second the gathering counter-revolution. If the counter-revolution reaches 100%, the revolution will be crushed, restoring the Distribution of Power, Free Speech, and Internal Security laws a country had at the beginning of the Springtime of the Peoples.[/p][p][/p][p]Pictured: This Journal Entry’s name changes to match the current season. Here it is in its winter coat.[/p][p][/p][p][/p][p]The revolution gains progress through having high Legitimacy, the support of Liberal and Moderniser movements, the clout of the Intelligentsia, and having marginalised Landowners and Armed Forces interest groups. The counter-revolution gains progress through having the Monarchy law, the clout of the Landowners and Armed Forces, the presence of an active insurrection or rebelling subject, or an absence of liberal Interest Groups in government. The counter-revolution is hindered by having insurrectionary conservative political movements – if the conservatives are the ones causing trouble, this allows the revolutionaries to present themselves as the guarantors of stability.[/p][p][/p][p]Pictured: In the field of political science, we refer to this as “taking an L”.[/p][p][/p][p][/p][p]In addition to the Liberal and Conservative outcomes, there is the Radical outcome. If one can abolish the monarchy whilst maintaining a legitimate Radical or socialist government, one can crush the counter-revolutionaries and save the revolution.[/p][p] [/p][p][/p][p]To ensure that Europe has a good amount of radicals during the buildup to the Springtime of the Peoples, we have added a new Journal Entry representing the European Potato Famine, an Europe-wide epidemic of potato blight which led to the 1840s acquiring the moniker of “The Hungry Forties”. It is this blight which caused the Great Famine in Ireland, which led to upwards of a million deaths. [/p][p][/p][p]The Hungry Forties Journal Entry is activated by a critical mass of European states having the Disease Outbreak harvest condition. For as long as it lasts, the Journal Entry will further increase the prevalence and intensity of Disease Outbreaks in Europe.[/p][p][/p][p]Pictured: In the case that this Journal Entry appears in a decade other than the 1840s, its name will change to what is appropriate.[/p][p][/p][h2]National Liberalism[/h2][p][/p][p]Readers of last week’s dev diary may remember a German National Movement making a cameo. The German National Movement is one of three new culture-specific movements coming in Update 1.10 – the German, Italian, and Yugoslav \[or Illyrian] National Movements. All of these movements have the National Liberal ideology, and exist to help facilitate the unification of the German, Italian, and South Slavic states. In the case of Germany and Italy, it replaces the Cultural Majority and Radical movements. In the case of the South Slavic states, where the Yugoslav/Illyrian movements often clashed with more exclusive nationalist movements, it instead competes with them for supporters.[/p][p] [/p][p][/p][p][/p][p]The National Liberal ideology blends the Liberal, Radical, and Ethno-Nationalist ideologies. It tends to favour laws that are conducive to increasing the Fervour of a country’s primary cultures, such as Public Schools and the more exclusionary citizenship laws. It also favours the extension of civil liberties, and opposes the Guild System. The latter will be covered later in this diary.[/p][p] [/p][p][/p][p][/p][p]These National Liberal movements will be important for the unification of Germany and Italy moving forwards. Rather than immediately switching towards a pro-unification footing, the willingness of German or Italian states to unify their respective nations is now dependent largely on the level of pressure the German or Italian National Movements exert upon its Interest Groups in government.[/p][p][/p][p]The Risorgimento Journal Entry has also been updated to revolve around the Italian National Movement.[/p][p] [/p][p][/p][p] [/p][h2]Labour Associations[/h2][h2] [/h2][p]With each update, we strive to make the world of Victoria 3 slightly more miserable. Update 1.10 has already brought us ethno-nationalism, potato famines, and Austria – now, it brings us labour policy.[/p][p][/p][p]The Labour Associations lawgroup pertains to trade unions, guilds, and the legal status thereof. Historically, many states became more lenient on the matter of trade unions over our period, beginning it with harsh legal restrictions on unions and ending it with either a legally enshrined right to associate or an official relationship between state apparatus and labour establishment. The gradual warming of the state towards trade unions contributed to both the parliamentary influence of unions and the deradicalisation of the labour movement. [/p][p][/p][p]This lawgroup seeks to mirror this trend. In general, as one enacts more permissive labour legislation, the clout of the Trade Unions Interest Group increases, and its chances of generating radical characters declines. In addition, the Labour Movement becomes more attractive to pops, at the expense of the Socialist, Anarchist, and Communist Movements.[/p][p][/p][p][/p][p][/p][p]The Guild System law represents the pre-modern system of merchant and craft guilds. Under a guild system, skilled craftsmen and artisans are organised into organisations which regulate the practice of their trade within a given territory. Typically, non-guild members were forbidden from practising a given trade, greatly reducing social mobility. As the guild system is contrary to the principle of free exchange, its abolition was a demand of many liberal movements of the time. Whilst much of Europe had abolished or weakened the guild system prior game start, several countries, such as Austria, retained it in some form.[/p][p][/p][p]The Guild System places 25% of urban buildings under the ownership of their workforces, increases the political strength of Shopkeepers, and sharply reduces Qualifications. Corporatists, Traditionalists, and the Petit-Bourgeoisie are typically in favour of the Guild System, whilst market-inclined ideologies, the Industrialists, and the Trade Unions are in favour of its abolition.[/p][p][/p][p][/p][p][/p][p]Combination Acts represent a total ban on labour associations. Typically, these took the form of holding workers who gathered with intent to raise wages or improve working conditions liable for criminal conspiracy. A historical example of these laws is the British Combination Act of 1799, or the Le Chapelier law of Revolutionary France. The former was repealed and replaced by the Combination Act of 1825, whilst the latter was abolished in part under Napoleon III in 1864.[/p][p][/p][p]The Combination Acts law decreases the clout of Trade Unions and the pop attraction of the Labour Movement, whilst increasing Radicals from Political Movements and the pop attraction of the Socialist, Anarchist, and Communist movements. In addition, if this law is active, the Trade Unions will be more likely to generate characters with radical ideologies, such as Nihilists, Communists, Anarchists, and Vanguardists. Combination Acts is the preferred law amongst Industrialists and Market Liberals.[/p][p][/p][p][/p][p][/p][p]Anti-Strike Laws represent a situation in which labour associations are legalised, but strikes and collective bargaining are restricted. An example of these laws is the British Combination Act of 1825, which is in effect in Great Britain at the start of the game. The situation in the United States is also best characterised with this law – the conventional legal wisdom at the time was that strikes could be subject to legal penalties.[/p][p][/p][p]Anti-Strike Laws serve as a mid-point between Right to Associate and Combination Acts – less prone to radicalise labour, but also less controversial with anti-labour ideologies.[/p][p] [/p][p][/p][p][/p][p]The Right to Associate law represents the right to strike and form unions being legally recognised. A historical example of this law is the British Trade Union Act of 1871 or the Waldeck-Rousseau Law in France. Laws instating the right to associate typically contributed to the cooling of relations between the state and the labour movement.[/p][p] [/p][p]This law is favourable to the Trade Unions and Labour Movement, increasing their clout and pop attraction whilst reducing Radical gain and the likelihood for the Trade Unions to generate characters with radical ideologies. This law is typically favoured by Reformists, Social Democrats, various communist ideologies, and Trade Unions themselves.[/p][p][/p][p][/p][p][/p][p]The Corporatised Unions law represents various arrangements in which labour unions become either de jure or de facto arms of the state. Two historical examples of this law are the nationalisation and reorganisation of trade unions into organs of the state in fascist Italy and corporatist Portugal, and the forced amalgamation of all trade unions into the German Labour Front under Nazi Germany. Less extreme examples include the close relationship established between the American state and major trade unions under the auspices of the National Industrial Recovery Act and National Labor Relations Act in the 1930s, and the institution of tripartism in the Nordic countries.[/p][p][/p][p]The Corporatised Unions law is unlocked by the Corporatism law, and serves as the most effective means of deradicalising the labour movement – so long as one can maintain a prosperous country. Corporatising one’s unions increases both Loyalist gain from standard of living increases and Radical gain from standard of living decreases, decreases attraction to Socialist, Anarchist, and Communist movements, and increases the chance of the Trade Unions generating Corporatist characters. This law is typically favoured by Fascists, Integralists, and Corporatists, with the Trade Unions Interest Group considering it preferable to being banned.[/p][p][/p][p][/p][p][/p][p]As always, these laws come with a selection of new events for their enactment. Below, one can see an interesting temporary alliance that may come from seeking a more permissive Labour Associations law.[/p][p][/p][p][/p][p] [/p][h2]Balkans Political Setup[/h2][p][/p][p]In Update 1.9, we added Law Variants, a type of law which inherits their ideological stances from other laws. These create a great potential for country- and region-specific laws, which we have taken advantage of in Update 1.10.[/p][p] [/p][p]One of the most common requests pertaining to the Ottoman Empire is to represent the historical Millet System, a system of ethno-religious autonomies under the authority of the Ottoman Caliph. Our interpretation of the Millet System grants increased acceptance to Abrahamic religions whilst discriminating heavily against others. It also includes the effects formerly granted by the Cizye Tax modifier – a religious tax, and a malus to conscriptable battalions.[/p][p] [/p][p] [/p][p]The Austrian starting laws have also been updated. Here, one may see two law variants – Crownland Diets, and Manorialism. Crownland Diets is a slightly more flavourful variant of Hereditary Bureaucrats which grants less political power to Aristocrats, whilst Manorialism occupies a space between Serfdom and Tenant Farmers.[/p][p] [/p][p]Pictured: The new starting laws of Austria.[/p][p] [/p][p]In 1781, Emperor Joseph II passed the Serfdom Patent, which sought to abolish serfdom throughout the Habsburg lands. After 1781, peasants throughout what would become the Austrian Empire possessed the freedom of movement and ability to seek alternate employment, but retained feudal obligations to their landlords. These obligations included the robot, a period of forced labour for one’s landlord. The abolition of the robot was the central demand of the peasantry during the 1848 Revolutions.[/p][p][/p][p][/p][p][/p][p]Countries with Manorialism have the Corvée Labour Production Method active on their Subsistence Farms, which reduces subsistence output but grants a minor increase to construction efficiency in states with an abundance of Subsistence Farms. This modifier represents landlords renting out forced peasant labour for one’s construction projects.[/p][p][/p][p][/p][p]The Manorialism law is active across the Austrian Empire and Danubian Principalities at game start.[/p][p][/p][p]Speaking of the Danubian Principalities, they, too, have received new political setups. [/p][p] [/p][p]Pictured: The starting laws of Wallachia and Moldavia.[/p][p][/p][p]In 1836, the legal status quo in the principalities of Wallachia and Moldavia was largely determined by the Regulamentul Organic, or Organic Regulation. These laws were a sort of pseudo-Constitution imposed by the Russian Empire in the aftermath of the Russo-Turkish War of 1828, and established a system in which the Princes of Wallachia and Moldavia would periodically be elected by an assembly of boyars.[/p][p][/p][p][/p][p][/p][p]The Organic Regulation law relates to a new starting treaty between Russia and the Danubian Principalities – the Treaty of Adrianople, in which the Danubian Principalities commit to Organic Regulation and several other concessions in return for Russian support for their independence.[/p][p][/p][p][/p][p][/p][p]The last new law variants we shall cover are those of Montenegro. At game start, Montenegro is a rather strange country – more of a collection of tribes atop a hill than an organised state. These tribes sustain themselves largely through raiding the territories of the Ottoman Empire. To best represent this system, Montenegro has two unique laws – Women in the Fields and Šef Paternalism.[/p][p] [/p][p]Pictured: The starting laws of Montenegro.[/p][p] [/p][p]With the men of Montenegro largely occupied with fighting, the women of Montenegro are left to do the hard labour. The Women in the Fields law represents this arrangement – nearly the entire male population of Montenegro is available for conscription, whilst the women spend their days working both in the home and in hard agricultural labour. Historically, the population of Montenegro remained relatively stagnant for much of our period, a phenomenon that can be attributed both to extremely high mortality rates and this unique gender arrangement.[/p][p][/p][p][/p][p][/p][p]The Šef Paternalism law represents the means through which the plunder gained from raiding is distributed amongst Montenegro’s tribes. With Montenegro’s lack of industry and arable land, this traditional system of distribution is necessary to sustain its population.[/p][p][/p][p][/p][p] [/p][h2]The Grand Collapse[/h2][p][/p][p]The Grand Collapse is a new Journal Entry for the Ottoman Empire, representing the dissolution of the Empire following a particularly great catastrophe. The Grand Collapse becomes available if the Ottoman Empire has not successfully completed the Tanzimat, and either enacts some form of Republic or experiences a revolution after becoming Unrecognised.[/p][p][/p][p][/p][p][/p][p]This Journal Entry serves as a timer to the demise of the Ottoman Empire. Its buttons contain options that may assist one in escaping the terrible fate that awaits when the timer hits zero.[/p][p][/p][p]One may note that, if the Tanzimat is not completed, the Ottoman Empire becoming a Republic is incompatible with its continued existence as an Empire. The Ottoman Empire was a multinational dynastic state, with no single national identity to draw upon. Given the Empire’s structure in 1836, there could be no such thing as an Ottoman nationalist. The project to construct a unified Ottoman identity embarked upon by the men of the Tanzimat in the 1870s sought to change this, but the project was ultimately brought down by the loss of much of the Ottoman Balkan territories. In a world where the Tanzimat outright failed, this project would certainly have less traction than it did historically, and there would be no chance for the Ottoman Empire to survive the transition from dynastic state to nation-state.[/p][p][/p][p][/p][p][/p][p]If one cannot complete it before the timer runs out, the Grand Collapse will trigger, and the Empire will shatter into pieces. Turkey will be left as a Parliamentary \[or Presidential] Republic surrounded by freshly independent countries.[/p][p][/p][p][/p][h2]The Megali Idea[/h2][p]The Megali Idea was previously represented by the Greek Nationalism Journal Entry. In 1.10, this Journal Entry has been reworked. The Journal Entry now features different paths of expansion centralized in one place, from the Megali Idea to pursuing the title of Eastern Rome. Based on ambition, these paths are connected to different levels of risk and reward.[/p][p][/p][p][/p][p][/p][p]If Greece chooses to pursue the Megali Idea, and has made some progress on realising it, it will receive an event that allows it to escalate its ambitions. Pursuing the title of Eastern Rome will raise Greek infamy, and change the requirements for completing the Journal Entry.[/p][p][/p][p][/p][p]The rewards for this Journal Entry depend upon the level of ambition pursued by Greece, with more ambitious goals granting larger rewards. However, failing the Journal Entry will have correspondingly larger penalties. Pursuing an ambitious interpretation of the Megali Idea and going into debt may have ruinous consequences for the Greek nation.[/p][p][/p][h2]Matter of Hungary[/h2][p][/p][p]In keeping with Update 1.10 and National Awakening’s focus on Austria and the Balkans, the Matter of Hungary Journal Entry for Austria has received a complete rework. This Journal Entry includes two powerful interactions for managing the Austrian Empire, and lasts until either the conclusive pacification of the Hungarian lands or the enactment of the historical Austro-Hungarian Compromise.[/p][p] [/p][p][/p][p][/p][p]Historically, the Austrian Empire considered numerous solutions to the problem of restructuring the Empire. The majority of these will be covered in the diaries where we go over the contents of National Awakening. The two available in this Journal Entry – and, thus, in the free Update, are pursuing the integration of the Crown Lands and the Dual Monarchy.[/p][p][/p][p]The Integrate the Crown Lands button becomes available if the Liberty Desire of all Austrian Crown Land subjects is below 25. It annexes all Crown Land subjects directly into Austria, reducing the Empire to a single tag. However, this option does not resolve the Journal Entry. To annex Hungary is one thing, but to resolve the question, one must hold it.[/p][p][/p][p][/p][p][/p][p]If one chooses to Integrate the Crown Lands, and this goes poorly, one may decide a compromise is in order. The Establish the Dual Monarchy button enacts the historical Austro-Hungarian Compromise, reorganising the Empire into a personal union between Austria, or Cisleithania, and Hungary, or Transleithania.Taking this decision will immediately complete the Matter of Hungary Journal Entry, at the cost of forgoing German unification and greatly increasing Hungarian autonomy.[/p][p][/p][p]Pictured: If Hungary does not exist on the map when this button is pressed, this button will restore it to life. This allows one to chain from integrating the crown lands to the Austro-Hungarian Compromise, if needed.[/p][p] [/p][p][/p][p]When organising Austria-Hungary, one may also decide the fate of Croatia. Will Croatia continue to be partitioned between Austria and Hungary, or will it be placed fully under the auspices of one of the crowns?[/p][p][/p][p][/p][p]Pictured: Three configurations of the Austrian Empire that are possible through making use of this Journal Entry.[/p][p][/p][p]For as long as this Journal Entry is active, the secession of Hungary presents a clear and present danger to the stability of Austria. If Hungary can manage to secure its independence, the other crown-lands are certain to follow.[/p][p][/p][p][/p][p]Now, I will turn things over to Hansi and our guest star  – Mike – to cover the map work coming in the free update.[/p][p][/p][hr][/hr][p][/p][h2]Map Rework[/h2][p]Map friends rejoice! As always, the upcoming free update will come along with a series of adjustments to the map. Old state regions have been adjusted, and new added to better make the map reflect the political and demographic situations of the 19th century.[/p][p][/p][p]The historical region of Bukovina has been separated from the state of Moldavia and granted a Ukrainian homeland, and to the South, Albanian-majority region of Kosovo is now its own state region.[/p][p]The state of Silesia has been split into an Upper and a Lower part, with the Upper starting as a split state divided between Austrian Silesia and the Prussian province of Upper Silesia. Serbia, rather than being split into a Southern and Northern part, is now divided along an East/West axis, with the River Morava dividing the two, and with the Ottoman split state in Western Serbia corresponding approximately to the Bosniak-dominated region of Sandžak.[/p][p][/p][p] [/p][p]The erstwhile state regions of Western and Eastern Slovakia have been turned into Slovakia proper and Ruthenia, here displayed with their Hungarian-language dynamic names.[/p][p][/p][p] [/p][p]The region of Sulvalkia has been transferred from the state of Vilnius to Lithuania, better reflecting the ethnic situation at the time, and enabling more historical borders. And last, but not least, and after much mucking about, we have finally corrected the border of Saxony by granting the area of Hoyerswerda to Upper Silesia.[/p][p][/p][p][/p][p][/p][p]On top of the changes depicted here, there will be other, smaller adjustments in state population makeup, resources, and pop_types, of which there are too many to comprehensively go over here. [/p][p][/p][p]Pictured: The new culture map of the Balkans and beyond, let's see if you can spot the differences.[/p][p][/p][h3]East Africa[/h3][p]East Africa has been largely untouched since release, but the sharp-eyed among you who play more of Paradox Interactive's full offering of games may have noticed that the Swahili Coast is being added to the map of Crusader Kings in its upcoming DLC, All Under Heaven. The attention given to East Africa there opened up an opportunity to use some of the same resources to revisit East Africa in Victoria 3, leading to improvements along the historic Swahili Coast and north into Ethiopia. [/p][p][/p][p]The coasts of modern-day Kenya and Tanzania have received the most attention. No more will Kenya have a tantalizing open coast that can be colonized early and turned into an aesthetically-unpleasing blob! The coast is now fully covered by Oman's colonial holdings and the smaller states of Mombasa, Witu, and the Sultanate of Tungi down in northern Mozambique. Preserving this line of centralized coastal states is vital if Zanzibar emerges mid-game from Oman via Oman's starting Journal Entry. This challenge is given extra difficulty due to Oman and Zanzibar now having Ibadi as their state religion, at odds with the predominantly Sunni Swahili population of the East African coast.[/p][p]Zanzibar's task, given by Journal Entry if it splits from Oman, is to keep colonizing powers out of the East African coast until it has consolidated power by becoming recognized or by fully controlling the East African interior. If it fails, and powers from outside Africa manage to penetrate the interior, then Zanzibar's claims of sovereignty will fall apart and the realm will collapse. This fail state essentially reflects its historic fate after the German explorer Carl Peters managed to undercut Zanzibari claims in what's now Tanzania, triggering a race between Germany and Britain to carve up a series of colonies, and leaving the Sultanate of Zanzibar as little more than a rump British protectorate until it became part of Tanzania in 1964.[/p][p]North of the Swahili Coast, Ethiopia has received attention. The starting layout of the land has been revised – Qwara, the birthplace of future-emperor Tewodros II, is now its own player in the fading days of the Age of Princes. Oromo, Amhara, and Tigray principalities vie for control, and should any one of them succeed in reuniting the core of Ethiopia, they will still have to colonize their own frontiers in the south and east before a revived Ethiopia can expand further.[/p][h3]Mainland Southeast Asia[/h3][p][/p][p]Indochina has also received an update! Albeit smaller in scope, it includes notable changes to the starting geopolitical setup in the region, as well as the inclusion of the Champa people who are native to the south, and also represent a catch-all group for many of the now-decentralized highland people.[/p][p][/p][p][/p][p]
[/p][p]Cambodia now begins the game as a highly rebellious puppet of Dai Nam and to that end has received a new dynamic name. Generally speaking, more dynamic names have been added for the states and hubs across the region – including support for French names where applicable.[/p][p]
[/p][p]The embattled frontier between Siam and Dai Nam has also been restructured to better represent the ever-shifting borders in this region at the start of our game’s timeframe. Vientiane – the former capital of Lan Xang – as well as the land around the Mekong river remain under Siam's control, while lands further inwards, including the Xiangkhoang Plateau, have been granted to Dai Nam at game start.[/p][p]
[/p][p]Some hubs, roads and railway routes have also been rearranged, including uplifting Huế to be the new capital of Dai Nam.[/p][p]
[/p][p][/p][hr][/hr][p][/p][p]
And that is all. Thank you for reading. Next week, we will cover the first batch of paid narrative content contained in National Awakening.[/p]

Dev Diary 154 - Imagined Communities

[p][/p][p][/p][p]Hello, and happy Thursday. This is Victoria, Narrative Design Lead of Victoria 3, and today I will be covering the improvements made to the Culture system, and to our representation of nationalism. This diary will cover several areas of interest – Citizenship laws, cultures themselves, and the political movements tied to them. All of the features in this diary are included in the free Update 1.10.[/p][p]
[/p][h2]Preface[/h2][p]It is the eternal misfortune of the Victoria 3 designer that one may, at any moment, face a task which sweeps one off one’s feet and deposits one in the midst of a centuries-old debate. [/p][p][/p][p]Any serious engagement with the topic of nationalism will inevitably force one to confront half a dozen difficult questions. What conditions permitted the rise of nationalism? How does one interpret the numerous premodern phenomena that invoke certain aspects of nationalism? How does one separate the claims nationalism makes about its nature from its actual nature? Why did the premodern mélange of regional, religious, or clan identities homogenise into what we call “national identity”? How does one define a “nation”, and how does one contend with all of the ambiguities which inevitably arise from that definition?[/p][p][/p][p]In Update 1.10’s portrayal of nationalism, we make certain abstractions and assumptions for gameplay purposes. Whilst the aforementioned questions were on our minds when developing these systems, we cannot claim to have settled them, nor can we claim to have developed the most accurate possible simulation of reality. The mechanical additions made in this update are limited in scope and developed with the themes of National Awakening in mind. When developing them, we did so with an eye to giving empires something to worry about, and nation-states tools with which to advance their position. Our secondary goals are to improve the strength of cultural movements in general, make nationalism feel like a genuine force in the world, and model the distinction between subjects and citizens. [/p][p][/p][p]This update does not seek to implement the National Pride feature from Dev Diary #152. We feel that this feature should be implemented in a later update, when we will be able to provide it the full care and attention that it warrants.[/p][p]
[/p][h2]Subjects and Citizens[/h2][p]What is nationalism, really? Nationalism is the ideology that the state should be the political instrument of the nation. A state constituted in this manner is referred to as a nation-state, and its political constituents are referred to as citizens. Nation-states may be contrasted with dynastic states, of which the Austrian Empire is a classical example. A dynastic state is one in which the state derives its legitimacy from its ruling dynasty, rather than from serving as political representative of any particular nation. [/p][p][/p][p]The “nation”, as a highly abstract concept, is more difficult to define. In antiquity, the word typically referred to groups of people with common ancestry and language, with the modern conception of the nation emerging only in the late eighteenth to early nineteenth centuries. Definitions of “nation” upheld by nineteenth-century nationalists ranged from the “objective” conception, in which the nation is defined by characteristics inherent to people, such as blood, language, or lineage, to the “subjective” conception, in which the nation is defined by shared history and the voluntary affiliation of its members. Whilst these conceptions are often separated into “ethnic” and “civic” models of nationalism, nationalists of the period typically incorporated elements of both into their narratives. Even in famously “civic-nationalist” France, it is unlikely that the average nationalist ideologue would consider an Algerian to be a truly equal Frenchman.[/p][p]
For the purposes of Victoria 3, nations are synonymous with cultures, which are a property of pops. If a pop assimilates into a different culture, it may be said to have become a part of a different nation. Nation-states are countries with certain Citizenship laws that establish their primary cultures as the nations which serve as the state’s chosen constituency. To represent dynastic states such as Austria or the Qing Empire, we have implemented a new law – Subjecthood.[/p][p][/p][p][/p][p][/p][p]Under Subjecthood, the Acceptance of a pop is determined largely by where said pop lives. A country with Subjecthood grants pops of all cultures 30 Acceptance if they live on their homelands. Combined with No Colonial Affairs, which now also grants a bonus to Acceptance from homelands, one may increase this value to 40.[/p][p][/p][p]Subjecthood is the new default law for unrecognised powers and certain European countries that have not adopted the nation-state model. It is limited to Monarchies and Theocracies, and is strongly opposed by liberal interest groups and political movements. Subjecthood requires that the legitimacy of the state is derived from the sovereign, rather than from the consent of the governed – a notion inimical to liberalism.[/p][p]
[/p][p][/p][p]The previously-existing Citizenship laws, ranging from Ethnostate to Multiculturalism, have been reframed to represent various definitions of citizenship. A country with a non-Subjecthood Citizenship law can be assumed to recognise the principle of popular sovereignty in some form – whether it be through the monarch claiming status as personification of the nation, or a republic ruled by representatives who claim to serve the popular will. We will take a closer look at the refurbished Citizenship laws when we cover the Cultural Traits Rework.
[/p][h2]Cultural Fervour[/h2][p]Cultural Fervour is the measure of the national consciousness of a given culture. To reference Benedict Anderson’s conception of the nation in his Imagined Communities, it is a measure of the degree to which people of a given culture imagine a community shared by all who possess that culture.[/p][p][/p][p]Cultures in Victoria 3 are broad abstractions, encompassing thousands of local variations. If, in 1836, two people from Tyrol and Banat – both represented by the “South German” culture – were to meet, they would likely have some difficulty understanding one another, and notice marked differences in each others’ home lives. At a low level of Cultural Fervour, they would likely default to identifying by particular regions or whatever other identifiers they may hold dearest. As Cultural Fervour increases, however, they would be more inclined to refer to themselves as members of a nation, considering regional identity to be secondary to this sense of nationhood. The Tyrolean and the Banater thus become South Germans.[/p][p]
[/p][p][/p][h3]Cultural Fervour – Causes[/h3][p]Fervour is affected by numerous conditions, conveniently listed within the Fervour concept. All Fervour effects are applied based on how many pops of a given culture they apply to. For example, if 10% of South German pops live in a South German country with Ethnostate, and 90% live in a country with Subjecthood, the South German culture will receive +2 Fervour from laws in total. Likewise for literacy rates, the effects of Nationalism technologies, and others.[/p][p]
[/p][p][/p][p]These conditions serve to abstract trends such as the development of a vernacular literary culture, the national mythologies that emerge around devastating conflicts, efforts by academics and state functionaries to construct a unifying history of a nation, and the role of public school systems in creating an “official” expression of a culture.
[/p][p]One may also note that many of these conditions depend upon the existence of an independent state with a given primary culture. An exclusionary nation-state which defines a clear in-group and out-group is the most powerful tool that a culture has to transform itself into a nation. A freshly independent state may find itself wishing to enact a highly restrictive Citizenship law in order to quickly raise the Fervour of its primary culture, and reap the benefits of a nationalistic populace both within and without its borders. Likewise, an empire which seeks to pacify a large population of a given culture would best keep a close eye on any country which has that primary culture, lest that country contribute to separatism within its borders.
[/p][p]A more complete example: A large number of Irish pops move to the United States, where they become literate and get recruited as Academics by University buildings. The Fervour of the Irish culture thus increases, and Great Britain experiences effects from increased Fervour amongst its Irish population – such as increased pop attraction and Activism from the Irish National Movement.
[/p][h3]Cultural Fervour – Effects[/h3][p]The Fervour of a culture has effects on both pops and countries. Pops with high cultural fervour become resistant to Assimilation, and are more inclined to join Cultural Movements – both Majority and Minority. Cultural Minority Movements representing a culture with a high Fervour have bonuses to their baseline Activism. Coupled with the new Obstinance function of movements, this makes unappeased Cultural Minority movements much more impactful upon a country.[/p][p]
[/p][p][/p][p]A high-Fervour primary culture serves as a boon to a country in times of war, and nudges domestic politics in a nationalistic direction. High Cultural Fervour on a primary culture reduces the rate at which War Support declines, and, under non-Subjecthood Citizenship laws, increases Liberty Desire gain.
[/p][p]Primary-culture Pops with high Cultural Fervour are more inclined to join Cultural Majority Movements – funneling them away from troublesome opposition political movements, pressuring their Interest Groups, and increasing the rate at which Ethno-Nationalist politicians appear. By maintaining discriminatory Citizenship laws, one may render the privileged sections of one’s populace politically inert.[/p][p]
[/p][p][/p][p]Additionally, AI countries with high-Fervour primary cultures become more bold and aggressive when seeking to capture claims, seek independence from their overlords, or humiliate rivals. On the domestic front, they become more inclined to adopt a nationalist domestic political agenda.
[/p][h2]Cultural Traits Rework[/h2][p]In Update 1.10, the discrimination traits possessed by each culture have been standardised. By default, each culture now has two traits – a Language trait and a Heritage trait. These traits are contained within larger Trait Groups. In effect, this means that each culture now has four traits of varying relevance, representing a culture’s closer and more distant relatives.[/p][p]
[/p][p]Cultures may also gain or lose Tradition traits, which represent traditional ties between cultures and provide bonus Acceptance. For example, the new Eastern German culture – representing Baltic and Volga Germans – possesses the Russosphere trait. The Russosphere trait is shared by Russians, Tatars, and others, meaning that Eastern Germans living in Russia will have much higher Acceptance than their North or South German cousins.[/p][p][/p][p][/p][p][/p][p]Religious traits have been updated to work in a similar way. The Catholic religion, for example, now has the Christian trait, which belongs to the Abrahamic trait group.[/p][p][/p][p][/p][p][/p][p]This system of traits and trait groups allows for laws to discriminate against cultures and religions incrementally more or less based on their proximity to the state religion or culture. The Citizenship and Church and State laws have been amended to incorporate this broader range of possibilities. In general, cultures with shared traits are more accepted than those with shared trait groups, which are more accepted than those with no commonalities at all.
[/p][p]Pictured: The five Citizenship laws, now refurbished.[/p][p][/p][p][/p][h2]Movement Additions [/h2][p]In Update 1.10, we have made several changes to political movements, with a special focus on identity-based movements. Our objective with these changes is to make identity-based movements feel like powerful actors which present a relevant threat to multi-national empires.[/p][p]
[/p][p][/p][h3]Obstinance[/h3][p]Since Update 1.8’s Political Movement rework, we have faced a persistent issue in which political movements have no “intermediate” state between passivity and insurrection. This issue especially affects cultural movements. In Update 1.10, cultural and religious movements will have a new, intermediate state – Obstinance.[/p][p]
[/p][p][/p][p]Obstinance represents civil disobedience, and the formation of para-state structures amongst excluded communities in certain regions. Obstinance is distinct from Turmoil – radicals of a certain culture may contribute to Activism, but a pop does not need to be radical in order to contribute to Obstinance. The level of Obstinance generated by a movement is tied to its supporters, meaning that the most politically advanced sections of certain cultural or religious groups will tend to become Obstinate first. A culture without a political movement representing its interests is much less able to exert power than a fully organised one.[/p][p][/p][p]Any Cultural or Religious Movement that is made insurrectionary will also necessarily be Obstinate, weakening the state in the buildup to insurrection.[/p][p][/p][p]Pictured: Great Britain’s actions have angered the Irish National Movement, and they have responded by rendering Ireland ungovernable. Russia has made the same mistake in Poland.[/p][p][/p][p]Multiple movements at the same time are capable of causing Obstinance. Here, an Austria which has made several poor decisions is experiencing Obstinance from the Czech, Polish, and Italian national movements, all at the same time. 
[/p][p]Historically, in the period following the Austro-Hungarian compromise and prior to the First World War, the Bohemian Diet was frequently gridlocked by conflicts between Czech and German nationalist parties, leading to the rise of para-state institutions. Following the dissolution of the Bohemian Diet by Imperial decree in 1913, these para-state bodies acquired more legitimacy than the Austrian administration in the region, culminating in Czech independence at the hands of the Czech National Committee. In game terms, Bohemia was rendered ungovernable by Obstinance generated by both German and Czech national movements. Similar phenomena repeated across the Austro-Hungarian crown lands, leading to the disintegration of the Empire.[/p][p]
[/p][h3]Movement Spillover[/h3][p]Another improvement we have made to movements in Update 1.10 is allowing them to have effects over borders. A movement becoming Insurrectionary causes an uptick in Activism amongst all movements in neighbouring countries of the same type. For example, if a Polish National Movement in Russia becomes Insurrectionary, the Polish National Movements in Austria and Prussia will also see increased Activism.[/p][p]
[/p][p][/p][p]This effect also applies to ideological movements – if a Communist movement in France becomes insurrectionary, neighbouring Communist movements in Belgium, Spain, Italy, and Germany will escalate their agitation. Additionally, ideological movements have an increased chance of spawning if its creation requirements are fulfilled, and a neighbouring country of higher Prestige also has this movement.[/p][p][/p][p][/p][p][/p][h2]Other Changes[/h2][p]An astute observer may notice that new modifiers are present in the above Citizenship laws – Support Separatism Strength and Support Separatism Resistance. These modifiers pertain to the new Support Separatism diplomatic action.[/p][p]
[/p][p][/p][p]The Support Separatism interaction is unlocked by researching Nationalism, and increases pop attraction and Activism of Cultural Minority Movements in the target country. The strength of this interaction is scaled by the difference between the Prestige of the initiating country and the target country, and any Support Separatism Strength/Resistance modifiers in play. As one can see above, Ethnostates have bonuses to the strength of Support Separatism, but are vulnerable to it in turn, whilst countries with Multiculturalism are more resilient to separatism at the cost of little ability to promote it in turn.[/p][p][/p][p]Support Separatism may be countered by expelling the initiating country’s diplomats, suppressing the affected movement, or enacting laws which reduce the movement’s Activism.[/p][p][/p][p]Pictured: Romania, which has enacted Ethnostate, is supporting separatism in Hungary. Its efforts are causing Obstinance amongst Romanian pops in Transylvania[/p][p][/p][p]To finish things off for today, we have improved the Promote National Values decree. It is now unlocked by researching the Nationalism technology, and may force pops living on their homelands to assimilate into the primary culture.[/p][p][/p][p][/p][p][/p][h2]Conclusion[/h2][p]Update 1.9 and Charters of Commerce included a selection of features with great interoperability. This style of development, in which each mechanic interacts with every other mechanic, served as our objective for Update 1.10’s gameplay as well. Citizenship feeds into Fervour and Discrimination, which feed into Cultural Movements, which may induce Obstinance or kick off a powerful chain reaction of secessions. An aspiring nation-state is incentivised to increase its Fervour as much as possible, driving cracks into the great Empires through nationalist struggle. An empire finds itself in a careful balancing act, seeking to minimise Fervour and appease its various nationalities enough to avoid its territories being split by civil disobedience or secession.
[/p][p]To present one final example: The Ottoman Empire brings its Protectorate of Serbia into a war, leading to high casualties amongst Serbian pops. These casualties, coupled with the Serbian state’s efforts to educate its populace, raise Serbian Fervour, funneling Serbian pops in both the Ottoman Empire and Serbia into Cultural Movements and increasing the Liberty Desire of Serbia. If Serbia were to act on its increased Liberty Desire and launch an independence war against the Ottoman Empire, it would benefit from lower War Support decay. In between building its Liberty Desire and launching its war, Serbia may also use the Support Separatism action to further increase the Activism and pop attractiveness of the Serbian National Movement in the Ottoman Empire, possibly generating Obstinance in Ottoman territories or causing a Secession it is well-positioned to capitalise upon.[/p][p]
And that is all. Thank you for reading. Next week, I will return alongside the other designers to cover the free narrative content coming in Update 1.10.[/p]

Hotfix 1.9.8 is now LIVE! - Not for Problem Reports!

[p]Good Day Victorians![/p][p][/p][p]Hotfix 1.9.8 is now live! Notably adding improvements to obligations with treaties and to multiplayer file transfer speed. As well as a range of bugfixes, balance changes and more! [/p][p][/p][p]Please note that 1.9.8 is our final hotfix for Update 1.9, as we move towards preparing National Awakening and Update 1.10 for release on September 23rd. Stay tuned for our first dev diary diving into more details about Cultural Fervour and our rework to Culture and Religion traits this Thursday![/p][p][/p][p]Check out the full patchnotes below! Checksum is `0724`.[/p][p][/p][p]As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.9 with fixed issues![/p][p][/p][p]The following changes have been made to the game compared to 1.9.7:[/p][h2]Features[/h2]
  • [p]Added a new Multiplayer Lobby Game Setting to change file transfer speed. Significantly increased default speed. Higher speeds may or may not cause issues for some clients connecting; in that case try lowering the speed.[/p]
[h2]Improvements[/h2]
  • [p]You can now promise obligations while renegotiating a long-standing treaty where obligations hadn’t already been promised. (only available in new saves or for new treaties in old saves)[/p]
  • [p]Regional HQs are now flagged as owned by foreign investors[/p]
  • [p]Improved the hiring logic for military buildings so they always try to hire as much as their training rate allows[/p]
  • [p]Combat units whose building is lacking enough officers to properly support the amount of servicemen employed by said building will receive a multiplicative malus to their offense and defense, scaling by how badly the building is lacking officers[/p]
  • [p]When a revolution has a democratic form of government, the revolutionary IGs will now join a special Revolutionary Party which is the only one eligible for votes, to ensure democratic revolutions are not stuck at zero legitimacy. If the revolutionaries win, the Revolutionary Party will dissolve at the next election[/p]
  • [p]Finishing the "The Conquest of Algeria" Journal Entry now also grants a modifier to those states that increases the speed of incorporation[/p]
  • [p]Treaty Ports will no longer invalidate if temporarily lost as a result of a secession or revolution and will be reinstated after the rebels have been defeated[/p]
  • [p]Subjects can no longer establish Colonial Administrations as this would cause their relationship to break instantly[/p]
  • [p]Improved labels for the progress bars in France's "Divided Monarchists" Journal Entry[/p]
  • [p]There are no longer default tariffs on imports for goods a country does not domestically produce, or on exports for goods a country does not domestically consume[/p]
  • [p]Treaty Ports are no longer invalidated if the treaty port becomes isolated from the host country as a result of an ongoing civil war or secession[/p]
  • [p]Added more initial Government Administration levels to Persia, Mascara and Sokoto so that they do not start in a deep bureaucracy deficit[/p]
  • [p]The Government Administrations in Argentina and Mexico now start with Filing Cabinets active to resolve their initial bureaucracy shortages[/p]
  • [p]When Germany turns into a generic republican dictatorship it no longer defaults to the Fascist flag, instead it now uses one of two new alternatives depending on whether it was formed by Prussia or not[/p]
[h2]AI[/h2]
  • [p]The AI will now care more about economy of scale and constructing buildings where they already exist for certain building types, particularly for heavy industry[/p]
  • [p]Fixed a bug where the AI would get stuck trying to form a specific company which was not formable due to circumstances such as another company already dominating their target state, resulting in them forming no companies at all[/p]
  • [p]The AI will no longer slap unnecessary tariffs on imports for goods they do not domestically produce, or exports for goods they do not domestically consume[/p]
  • [p]Adding a giftable article that the AI wants to a treaty will no longer remove the 'Equal Exchange' bonus to acceptance from an otherwise balanced treaty[/p]
  • [p]The AI is no longer artificially capped in how much construction, army size and navy size it will aim to have[/p]
  • [p]The AI is now usually disinterested in being swayed into a play with the Humiliation war goal, as they simply don't consider it valuable enough to potentially go to war over[/p]
[h2]Balance[/h2]
  • [p]The construction penalty for Unincorporated States now varies per building group, with heavier penalties for manufacturing and no penalties at all for agriculture[/p]
  • [p]Added a new "Tsunami" Harvest Condition Type, currently only triggered as a result of the Krakatoa Eruption[/p]
  • [p]The effects of Devastation have been toned down by a moderate amount to compensate for the additional strain that is now caused by occupation affecting Market Access[/p]
  • [p]The "Industrialists" and "Christian Missionaries (Devout)" Interest Groups of Hawaii may now also generate Westerners as leaders unless deported and barred from leadership in the "Strengthening our Position" Event[/p]
  • [p]The Krakatoa Eruption now results in a randomly rolled 0.5 to 1.5°C temperature drop that recovers over a period of five years and increases the chance for certain bad Harvest Conditions to be triggered in the meantime and can be tracked in the Journal Entry at all times (it even comes with a little thermometer)[/p]
  • [p]France is now much more eager to use the "Greener Grass Campaign" Decree for the duration of the "The Algerian Departments" Journal Entry[/p]
  • [p]Countries in the Americas are now much more eager to use the "Greener Grass Campaign" Decree for the duration of their "Migration" Journal Entries[/p]
  • [p]The Devastation caused as a result of the volcano and subsequent tsunami can be recovered faster by employing the Emergency Relief Decree[/p]
  • [p]Added level 1 ports to Danish holdings in Greenland and Carnatic so they can function better[/p]
[h2]Content[/h2]
  • [p]The "The Krakatoa Eruption" Journal Entry and its associated content has received an update[/p]
  • [p]The Hawaii related Journal Entries "Foreign Interests" and "Influencing Hawaii" have received an update[/p]
  • [p]The "Investing in Hawaii" Decision has been moved to the "Influencing Hawaii" Journal Entry[/p]
[h2]Interface[/h2]
  • [p]The "Readmit the Secessionist States" Journal Entry now lists the exact states need to be reintegrated into the Union and which conditions they currently fulfill[/p]
  • [p]The checkboxes to owe / use / ask for an obligation are now disabled (with an explanation in the tooltip) during a treaty renegotiation if the renegotiated treaty has been in force long enough for the promised obligations to become effective obligations[/p]
  • [p]The tooltip shown for article types in the context of drafting a treaty draft will now also report who the maintenance cost of the resulting article would apply to[/p]
  • [p]The "Send Proposal" button in the treaty draft window is now able to provide information about why it's disabled under more circumstances[/p]
  • [p]Added more information to the Popularity tooltip[/p]
  • [p]Improved the localisation of production_tech_events.102 \\\[formerly "Industrial Boom"\\].[/p]
[h2]Modding[/h2]
  • [p]Added support for per-building group construction speed modifiers[/p]
  • [p]Removed the `CASUALTY_MULTIPLIER_FOR_HIGHEST_PAID` define because it's no longer used as part of casualty distribution[/p]
  • [p]Added the `OFFICERS_TO_SERVICEMEN_RATIO_THRESHOLD` define to tune when the lack-of-officers malus starts having an effect. Setting this define to zero will disable the malus entirely[/p]
  • [p]Added the `OFFICERS_TO_SERVICEMEN_RATIO_EFFECTIVENESS_FACTOR_MIN` and `OFFICERS_TO_SERVICEMEN_RATIO_EFFECTIVENESS_FACTOR_MAX` defines to determine the range of the lack-of-officers malus at edge conditions[/p]
  • [p]Added new trigger controls_treaty_port_province[/p]
  • [p]It is now possible to specify a center province for state regions where the calculated center ends up in a bizarre position, such as in the middle of the ocean[/p]
[h2]Bugfixes[/h2]
  • [p]Fixed "Transfer Subject" and "Liberate Subjects" wargoals not being enforced when the overlord capitulates (as opposed to accepting a peace offer, or giving in before war breaks out)[/p]
  • [p]Fixed an issue with occupation that caused to invasions to fail to launch[/p]
  • [p]Fixed a bug that would cause the acceptance score shown during a treaty renegotiation to be incorrect if enough time had passed since the original signing date and obligations were involved either originally or during the renegotiation[/p]
  • [p]Fixed an issue where loyalists and radicals trends would become useless after one year (might require a new game)[/p]
  • [p]Fixed an issue where formations had no supply in certain situations[/p]
  • [p]Fixed an issue where companies could purchase building levels owned by foreign investors[/p]
  • [p]Potentially fixed an instance in Multiplayer games where players would be unable to start a game if they were running multiple mods[/p]
  • [p]Fixed a bug causing `LibertyDesireLevel.IsActive()` to return false at maximum liberty desire. This fixes, among other potential issues, a bug in which the tooltip for the last liberty desire level in the subject's liberty desire progress bar would stop displaying the weekly liberty desire change once liberty desire reached its maximum.[/p]
  • [p]Fixed a case where you were sometimes unable to fully colonize a region (such as Alaska) because of how impassable provinces were handled during colonization[/p]
  • [p]Fixed a crash that would sometimes happen if a company charter wasn't fully removed from a dead company[/p]
  • [p]Fixed an issue that stopped the "The Chinese Missions" Journal Entry and Taiping Rebellion content from being set into motion[/p]
  • [p]Fixed an issue that caused the Opium Wars to not resolve properly[/p]
  • [p]Fixed a bug where the trigger of the Broken Promises achievement could not account for diplomatic play initiators or targets[/p]
  • [p]Renegotiating a treaty now only requires to have enough influence available to cover the difference in cost between the old treaty and the renegotiated one, rather than the full cost of the new treaty[/p]
  • [p]Fixed the way casualties are distributed to be proportional to employment, this way it will no longer be the case that as soon as a battle starts all officers die first[/p]
  • [p]It is no longer possible to incorrectly tick both the "owe obligation" and the "ask for obligation" checkboxes when drafting a treaty[/p]
  • [p]Power Bloc leaders can no longer abandon their own bloc by joining another[/p]
  • [p]Fixed an issue where units could be transferred to a foreign military formation during annexation[/p]
  • [p]Fixed an issue where the "Nationalize All Buildings" war goal wasn't fulfilled after capturing the enemy capital[/p]
  • [p]Fixed an issue where the "Trade Rights" charter worked incorrectly for Suez and Panama companies[/p]
  • [p]Fixed a bug when the regional HQ kept investing despite having a broken foreign investment pact[/p]
  • [p]Fixed a visual-only bug causing the balance tooltip to list money transfer incomes / expenses twice: once as part of diplomatic pacts incomes / expenses, and once as temporary incomes / expenses.[/p]
  • [p]Fixed an issue where transfer money and transfer goods articles that were frozen due to wars breaking out would not be correctly unfrozen after the war(s)[/p]
  • [p]Treaty articles no longer cost influence to maintain while frozen[/p]
  • [p]Fixed a bug where Treaty Port articles would get instantly invalidated if they became frozen or non-fulfilled[/p]
  • [p]Fixed a bug where Anti-Country Lobbies were always applying the maximum influence cost penalty on friendly treaty articles instead of scaling by clout[/p]
  • [p]Fixed a case where pops created at game start would get the wrong initial working adult ratio[/p]
  • [p]Fixed an issue where states could sometimes have -0 Infrastructure[/p]
  • [p]Fixed a bug that sometimes caused France to not get a claim on Western Sahara when completing the "The Conquest of Algeria" Journal Entry[/p]
  • [p]Fixed an issue where armies could land-invade via sea[/p]
  • [p]Fixed "Liberate Country" button being disabled in the country panel[/p]
  • [p]Fixed an issue where the "Independence" war goal was removed after being transformed from "Liberate Subject"[/p]
  • [p]Fixed an issue where civil wars could reset the colonization progress of companies[/p]
  • [p]Fixed one of the root causes where the naval bases would not produce ships[/p]
  • [p]It is no longer possible to add multiple copies of single-use articles in treaty drafts by quickly clicking on the article while the hardware is subject to particularly high load[/p]
  • [p]Fixed an Out-of-sync related to tariffs and subventions[/p]
  • [p]Fixed the working_adult_ratio parameter in the create_pop effect not working[/p]
  • [p]Fixed an issue that sometimes caused female politicians in West Africa to be naked[/p]
  • [p]Fixed an exploit that allowed countries, most notably  Mexico, to double dip into the migration attraction bonuses granted by the "Populating the Americas" Event[/p]
  • [p]Fixed a wrongly referenced country in one of the lobby events in German translation (thanks to philliefiffla!)[/p]
  • [p]Fixed an issue that would cause fluctuating goods prices to not be reflected in the amount of money transferred via goods transfer articles[/p]
  • [p]Fixed the location of several map markers that were offset in a weird way, most notably for Kyushu[/p]
  • [p]Fixed the description for the war goal "Leave Power Bloc"[/p]
  • [p]East and West Micronesia no longer have their state map markers positioned in the middle of the Sulu Sea
    [/p]
[p]Previous Patchnotes[/p][p]1.9.0 | 1.9.1 | 1.9.2 | 1.9.3 | 1.9.4 | 1.9.5 | 1.9.6 | 1.9.7[/p][p]
[/p]

Victoria 3 is part of the Steam 4X Fest!

[p]Good Day Victorians![/p][p][/p][p]Victoria 3 is participating in the Steam 4X Fest, with savings of up to 70% off! Build your ideal society in the tumult of the exciting and transformative 19th century. Find your way through the economic, diplomatic and industrial changes through this truly exceptional era!

So, start your grand tomorrow today! By picking up the base game:[/p][p][dynamiclink][/dynamiclink][/p][p]Or, for those more seasoned Victorian travellers, complete your collection in the Ultimate Bundle: [/p][p][dynamiclink][/dynamiclink][/p]

After struggling on Steam, new Victoria 3 DLC lets you curb or coax an uprising

If you've ever dreamed of ruling a 19th-century country, there are worse ways you can do it than by loading up Victoria 3. We called it, "the most beautiful game Paradox has ever made," and stand by that statement. The grand strategy title puts you in the shoes of various world leaders in order to simulate this tumultuous and transformative period of world history. And now, Paradox is turning its gaze on the Balkans. During an unstable epoch for central Europe, the National Awakening immersion pack focuses on the ideological struggles of the region as it wrestles with nationalism and bureaucratic reform.


Read the rest of the story...


RELATED LINKS:

Paradox celebrates Victoria 3's Steam review comeback, but isn't stopping there

New Victoria 3 DLC sparks major comeback for struggling grand strategy game

Overlooked grand strategy gem Victoria 3 is free to play if you're fast