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Victoria 3 News

Hotfix 1.6.2 is now LIVE! - Not for Problem Reports!

Hello Victorians!

We have a hotfix today, with a number of bugfixes and in particular fixing the internal migration issue reported by players.

Not for problem reports, but rather file any bug reports in the bug reporting forum, thank you!

Patchnotes


[h2]BugFixes[/h2]
- Fixed CTD related to graphics and UI
- Fixed a crash that could occur when browsing different countries' census data
- Fixed an issue where South American cultures would spam the error log with errors, causing performance impact
- Fixed several possible errors caused by Garibaldi
- Fixed multiple miscellaneous script errors
- The River of Coffee journal entry will now fail properly if Brazil joins another market.
- Fixed bug where migration in a market would almost entirely stop if a culture in that market had no states it could migrate to (most often due to migration laws like Closed Borders)
- Fixed the mix up of Radicals/Loyalists sort buttons in the Census Data to sort on the correct value.
- Re-added the Ongoing Diplomatic Actions (bankroll, improve/damage relations) to the outliner based on player feedback.
- Fixed an issue where errors in Women's Suffrage modifiers could cause massive late-game slowdowns
- Fixed an issue where revolutions would cause error spam
- Fixed a missed scope in the Art Noveau event
- Fixed a bug where AI participants in Diplomatic Plays may compute the worth of its sways incorrectly
- Fixed a case where Call In Obligation sway might not clear the obligation
- Fixed a bug where an event script may cause error logging if Paraguay ceases to exist
- Embargoes are now possible at poor-and-lower relations
- Fixed a crash that could happen after starting a diplomatic play
- Fixed a bug in commander order script causing irrelevant error log spam when recruiting commanders
- Fixed a bug where the investment pool could tap into the treasury to cover private constructions if the country had a very long construction queue
- Fixed a bug where military formation map markers could show the wrong number of battalions if moving around the map while the game was paused
- Fixed a broken localization key in Japanese

[h2]AI[/h2]
- AI will no longer disable Mobilization Options that have a cost (in Organization, Morale, etc) associated with them on a mobilized army, since in a fluctuating market this could lead to repeated toggling with disastrous results


All these error log changes together should hopefully improve performance but we are continuing to investigate the causes of the slowdown over time.

Dev Diary #107 - 1.6 Post Release Update, Sphere of Influence and more on Train



Hello to the last Dev Diary on 1.6! A little of a mash up between 1.6, Sphere of Influence and the Train Pack!

It is I, Pelly, here to be the voice of Victoria! (Read in the voice of the mysterons voice, old 1960’s references are always relevant)

We released a hotfix (1.6.1) this morning addressing the Mac crash related to sea nodes, one of the issues mentioned in the 1.6 Known Issues post.

Otherwise for 1.6, we are looking to address a number of issues in upcoming patches including, but not limited to:
  • A crash in the Census panel
  • The Radicals and Loyalists in the Census Panel being reversed
  • Embargo not being allowed below Poor Relations
  • Script errors that may cause large error logs


We are looking into addressing these issues as soon as we can and will update people further when we have more information, within the next week.

There are also reports of performance being affected on certain machines, for example on AMD CPUs. This is unconfirmed by us as of writing but being investigated. If you are currently experiencing stability or performance issues with version 1.6.1, as always we ask you ensure all your mods are turned off (even mods marked by their authors as compatible with 1.6) and that you aren't loading a save from an old build (such as 1.5.13).

As for the surprise announcements yesterday, first up on Sphere of Influence!

It has been very nice to see the response to Sphere of Influence, including the fun people are having with the trailer (Read, people joking around in R’lyehian and how the octopuses in the trailer are actually Old Ones. Which they aren’t, we promise.). The nice comments about the trailer have been passed on to our lovely Creative Producer!

Otherwise, I have been looking at all the threads, comments, posts and all the interest in how features could work! Particularly, how everyone is analyzing the screenshots on Steam and speculation on them! We’ll have more information on said features over the upcoming dev diaries, starting next week (as mentioned in the announcement post of Sphere of Influence).

Then, we have the surprise release of the Train Bonus Pack!

I have been looking forward to this being released ever since we first started talking about it internally, seeing them actually come into being (I was so happy seeing them clatter along and have smoke coming out of them) and then doing the cool video discussion with Mike - Mike is a professional doing videos in one take.

The work the art and audio team have done is so, so cool and I am so happy to see other people also like them.

Speaking of Mike, behold the prophet of steam, the maniacal mechanic himself!

Talking about the background of making the pack!

---

THEY ASKED ME ABOUT TRAINS! THE FOOLS ACTUALLY ASKED ME ABOUT TRAINS!

Hello, yes, I'm Mike, and I am partial to railroading history and trains and suchlike. I've been working on Victoria 3 for years now, and way back in the early days I compiled a matrix of locomotives that would fit in the game, based on historical period and country so I could pitch some number of appropriate locomotives whenever the opportunity presented itself. That matrix looked a little something like this:



So when I got approached a little while back and asked if I could recommend any trains that the art team on V3 could add to the game, I cackled like a goddamn maniac, opened up the matrix, and sort of just gestured at the screen as I continued to laugh for a few more minutes.

…then I got a little nervous. Trains are serious business. Train People have serious opinions on trains. We had to pick only one locomotive per country per period, and there were so many trains. In some cases, there are also so many countries. The German trains are supposed to cover all the Germanies—would a Prussian locomotive be appropriate for Baden? Would a Bavarian engine work for Hanover? I am sure everyone has their own opinions about which locomotives are most emblematic of German locomotive design in the Victorian era. Ultimately I picked an Austrian locomotive because I once visited a museum near Vienna that actually had one around and that was a neat museum, you should go visit the Eisenbahnmuseum "Das Heizhaus", it's cool and fun.

This is my picture! I also went to the museum and really enjoyed seeing the trains! I have over 100 pictures just of trains from that visit. - Pelly

The majority of my work was on this front—I got to pick out designs, supply references to art, and then sit back and opine at length about why these trains were neat while the art team did the real work of modeling them and getting them working in the game. I got to tell you folks, being asked to give opinions about trains and have that count as work felt amazing.

A fun one to baffle the artists with was the John Bull. It's explained a lot more in the video (Pelly Note: It is a fun video, go watch it!) for the pack, but the John Bull is such an awful mess of a locomotive. Originally it was a nice and tidy British export, an early 1830s engine designed and built by the distinguished Robert Stephenson & Company, a classic 0-4-0 design.

It did not last long in this state.

Turns out, American tracks in the 1830s sucked! They sucked a lot! The routes were windy, the rail quality was awful, quality was just awful. In order to operate under such conditions, the locomotive's crew began making modifications, and then more modifications, and then more modifications. By the time it fully left service, it looked nothing like the original machine.

So, then, what should it look like in Victoria 3? Its recorded appearance changed several times over the years, but one of the biggest considerations here was to make the trains distinctive from each other, so you can easily see that an American train isn't a German one, and a British train isn't a French one. That led to the choice to use the current form that the locomotive's found in, preserved at the Smithsonian. There's enough modifications to make it weird, but not so many that it looks like it did in its sordid state at retirement. It makes it look distinct—that's the key consideration here.

God, what a weird little machine.

Ultimately though, it's been fun and terrifying work putting together the basics for this pack. It's been fun, because oh boy trains! It's also been terrifying, because I could only pick two trains for these nations and their hangers-on, to represent all their rich railway heritage over much of the Victorian era. What we have is but an introduction to all the real-life locomotives and railroading history of the 19th century. Learning more is a cinch—there's a plethora of books available in your local libraries, bookstores, and points online, and museums are all over the place.

Trains!

----

Thanks Mike! Very informative and engaging! It is always a joy talking about trains with you, and finally seeing some more trains in the game!


Now is the correct train sound Choo Choo or Chugga Chugga? I’m on team Choo Choo.

Stay tuned into radio Victoria, as next week (March 14th), we join Martin! With an overview of Sphere of Influence, its accompanying free update, thoughts behind the Expansion and the dev diaries to come between now until release!

See you there Victorians!

Hotfix 1.6.1 is now LIVE! - Not for Problem Reports!

Hello Victorians!

Today we have a small hotfix targeting one of the known issues, namely the Mac SeaNode Crash! We are currently looking into other reported issues and will look into providing updates to them as soon as we can.

Not for problem reports, but rather file any bug reports in the bug reporting forum, thank you!

Patchnotes:

BugFixes
- Fixed Early game crash on Mac related to SeaNodes, blocking gameplay after a few years at the game start.

Sphere of Influence available to pre-order and Free Train Bonus Pack release!

Hello Victorians!

Today is not only free Update ‘Blackcurrant’ 1.6!

We also have an update about the Expansion Pack, Sphere of Influence, and a surprise free pack for all players!

First up, the free Trains Bonus Pack! Choo Choo!



The power and potential of steam transportation is brought to new life for Victoria 3 in Trains Bonus Pack.

[previewyoutube][/previewyoutube]

In this bonus pack, free for download for all Victoria 3 owners, players will see new models of classic train engines from the dawn of rail transport to the years of the iron horse, when the expansion of railways across continents signaled a new age and a smaller world.

This free pack includes a total of ten new 3D models of train engines traveling across the game map.

Five Experimental Trains:
  • The Planet (Great Britain)
  • John Bull (America)
  • Saxonia (Germany)
  • Cherepanov (Russia)
  • Le Continent (France)


Five Engines from the mid-century:
  • GNR Stirling Great Britain)
  • Jupiter (America)
  • Südbahn Class 23 (Germany/Austria)
  • Class G (Russia)
  • 120 Ouest (France)


The appropriate train models will appear both in their country of origin and in other countries with relevant ties to them, such as subject nations.

We also have resident train expert Mike, talking about why we picked these trains. For only a brief 11 minutes!

[previewyoutube][/previewyoutube]

Eagle eyed viewers may have noticed one of these in motion at the end of the 1.6 Update video.

To see these trains in-game, make sure to go to the Steam page and activate the pack!



Now for news about Sphere of Influence!

[previewyoutube][/previewyoutube]

Releasing on the 6th of May 2024, Sphere of Influence is now available to pre-order or if you are looking for the best deal possible? Check out our Expansion Pass, including Sphere of Influence! Alongside this, we have more information about the Expansion below.



Put your diplomatic skill to the ultimate test in Sphere of Influence, a new expansion to Victoria 3. Pull other nations into your orbit through diplomatic skill, economic leverage or straightforward bribery. Build a durable international faction of like-minded governments, pursuing goals for a common good or the glory of your power.

Paradox Interactive’s grand strategy simulation of the Victorian Age offers new ways to impose your will on the world. A coalition of reactionary powers can form blocs to work against the threat of liberal forces in other nations. Use your economic might to co-opt or coerce other regimes, spreading the banner of your ideology wherever your fleets might sail. Resist or embrace domestic pressure to change your traditional foreign policy, as your interest groups organize into lobbies that push you to build new coalitions of power.

Sphere of Influence adds many new actions and systems to illustrate the quick moving nature of diplomatic relations in this dramatic era, including new content specifically about The Great Game - the decades long competition between the British and Russian Empires for pre-eminence in North India and Central Asia.

Features of Victoria 3: Sphere of Influence include:
  • Fierce Competition: Use your Prestige to become a Great Power and create your own Power Bloc! Dominate other nations in a diplomatic arrangement to pursue common economic or ideological goals, whether promoting open trade around the world or spreading specific values to other nations.
  • Power Bloc Customization: Choose the identity and principles of your loose alliance, whether it be a group promoting ideological concerns like the Comintern, or an economy-oriented bloc pushing for cross-border market integration like the Zollverein. You can even customize colors and emblems for your bloc!
  • “The Great Game”: New events, journal entries and decisions inspired by the Russian and British rivalry in Central Asia, and a new Objective - you can play as any of the powers central to that conflict, including Persia and Afghanistan. A newly redrawn map highlights the many competing interests in this frontier between empires.
  • Foreign Investment: Invest in the economic development of countries outside of your direct influence, making a profit from their financial success.
  • Nationalization: Start a Diplomatic Play to seize foreign assets in your country and prevent your wealth from going overseas.
  • Subject Interactions: Adjust the payments from your vassals and protectorates, meddle in their internal politics and more!
  • Interest Group Lobbies: Domestic interest groups will pursue foreign policy objectives, promoting amicable relations with some countries and hostility with others, or even influence the development of friendly lobbies in other nations.
  • Power Bloc Monuments: Build majestic monuments to emphasize your bloc’s influence and domination over world events.
  • New Historical Flavor: New historical characters and companies, most centered on the Great Game content, as well as more events, new journal entries, Lobby related content, new clothing and event art.


Without Sphere of Influence players will be able to use foreign investments in their subjects. Players with Sphere of Influence will be able to form mutual Pacts with other countries to allow foreign investments there, and there is a Power Bloc Principle to allow foreign investments within the Bloc.

More information will be released in Dev Diaries, with the first diary on Sphere of Influence to be released on the 14th of March, this will be an overview of the upcoming diaries and more information on the Expansion Pack itself.

But first we will have the last diary on 1.6 on the 7th of March (tomorrow). See you then!

Update 1.6 "Blackcurrant" patch notes



Good day Victorians!

Update 1.6 “Blackcurrant” is now live! Featuring a variety of quality of life changes, balancing, bugfixes and a number of new features! For Known Issues please look at this post!

Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!

[h2]New Features in Update 1.6[/h2]
  • Free: Migration system rework with Cultural Communities limiting which states pops might consider moving to, as a measure to improve UX and late-game performance
  • Free: Filterable and sortable fullscreen Census Data panel, to give you more insight into your population than you ever thought you needed
  • Voice of the People: Implemented additional content for abdicating during revolutions
  • Voice of the People: Added resign from Office character interaction
  • Voice of the People: Implemented additional character interactions for countries with Secret Police, allowing for the assassination of troublesome characters


[h2]Improvements[/h2]
  • A newly spawned country that inherits a war goal from a war in progress will now be automatically targeted with a new war for those war goals by the holder of that war goal, at no additional infamy. A common issue addressed by this change is that revolutions no longer invalidate war goals.
  • It is now possible to merge the entirety of a formation (A) that is itself the target of a merge into a different formation (B). This will retarget the formations that are traveling to merge with A so that they will instead travel to merge into B. Previously, this kind of merge was forbidden.
  • The Art pop need category has been replaced with a new Leisure category, letting the very wealthiest among your people self-actualize in style. This need consists mostly of Fine Arts but also an assortment of other goods such as Clippers, Small Arms, Wine, Aeroplanes, etc. Services act as a low-weighted fallback if these other goods are exceptionally rare in your market.
  • When a subject starts an Independence or Increase Autonomy diplomatic play, that play now takes place in the subject's capital rather than in the overlord's
  • Overlords taking control of a play no longer get the option to switch sides
  • Native Uprisings now have the native country as attacker rather than defender, and so no longer prevent the colonizing country from starting their own plays
  • Added button to upgrade all units in a unit group
  • The game will now warn you if you launch with mods that aren't marked as compatible with your current version. Pressing "ignore" will ignore this warning for the current version of the game.
  • Garibaldi will no longer show up to defend countries against autocratic revolutions (e.g. Garibaldi should not be getting involved in Indian Peasant uprisings)
  • Garibaldi will no longer show up to defend democratic countries against significantly weaker autocratic ones (e.g. Garibaldi should not be defending the USA against Native Americans)
  • Garibaldi can now show up to fight for democratically inclined revolutions and secessions against autocratic countries
  • Only fully occupied states now contribute towards war exhaustion, occupation progress has no effect
  • Added new Mass Migration Attraction concept
  • Updated migration concepts to be more representative of the current state of the game and be more interconnected
  • Added mobilization and movement speed modifiers for formations and unit modifiers for formations
  • Added a button to upgrade all upgradable units in a Military Formation, and one for all Military Formations owned by the player
  • It is now possible for subjects to switch sides in a play if the other side has a Liberate Subject wargoal targeting them and haven't added any additional wargoals against them (the AI will do only do this if they are Rebellious)
  • It is now possible to attempt to sway rebellious and human-controlled subjects by offering them Independence or Increase Autonomy as a wargoal. Reverse-swaying is also supported, so the subject can offer to side against their overlord in exchange for one of these wargoals.
  • The effects of breaking manually vs auto-breaking a pact can now differ, auto-breaking an Alliance won't cause a relations hit but still creates a truce, for example
  • Added more URLs for Historical Characters
  • Canals now provide a bonus to migration attraction
  • Mandatory baldness is no longer enforced on non-Buddhist Devout IG leaders
  • The Pampas state trait now gives a bonus to ranching as well
  • Mongolia is now only released in Outer Mongolia. A Greater Mongolian state will take some additional effort.
  • Japan, Korea, Siam, Vietnam, Tibet, and Cambodia now start with the Sericulture technology
  • Adjusted the population/arable land of Inner and Outer Mongolia to better reflect the situation in 1836
  • Replaced the 'Gobi Desert' trait in Monan with 'Eastern Steppe'
  • Renamed the 'Tianshan' state region to 'Tarim Basin'
  • Added a Mongolian homeland to Dzungaria
  • Updated the demographic data of Dzungaria and the Tarim Basin to better reflect the situation in 1836
  • Revised Bulgarian and Corsican namelists
  • Enacting Free Trade will now remove opium ban if you have it active as China
  • Improved tooltips and performance in the Diplomatic Actions lens
  • Decentralized nations now have their own logic for which attitude they display based on tension and whether there is an ongoing native uprising, and won't randomly display a friendly attitude that doesn't actually have mechanical significance
  • Taiping states now require turmoil to be selected
  • Baluchistan now requires Nationalism rather than Pan-Nationalism to form
  • Moved a Dutch general from the character pool to the Dutch East Indies, where he will serve as a general and an IG leader.


[h2]AI[/h2]
  • The military AI is now much better at organizing its formations in HQs, and will create, merge, split and rearrange its formations to have more balanced sizes
  • The military AI can now split off temporary formations during wars in order to defend or advance on fronts it would not otherwise be able to properly cover. The temporary formations are merged back into their parent formation after the war is over.
  • The AI is now less interested in subjugating themselves to foreign powers they do not have a good relationship with in diplomatic plays
  • The military AI will now create explicit garrison formations in important HQs that will focus on defending that HQ and not travel too far away from it. Garrisons have their own separate mobilization logic and will usually be mobilized during war if there is a perceived threat to their HQ.
  • The AI is now more reluctant to give up its subjects in diplomatic plays, particularly if they are of significant value
  • The AI now places greater emphasis on defending their capital state, especially against backdoor naval invasions
  • The AI now tends to use defensive orders for their generals if those generals are commanding below-average quality troops on the front, so as not to reverse the overall progress with failed attacks
  • The AI now considers qualifications to be more of a factor when determining what buildings to build and PMs to change to


[h2]Balance[/h2]
  • Capped the amount of of interests you can receive from Naval Power Projection
  • Technologies can now increase the amount of max Interests
  • Added another canning Production Method to Food Industries that allows you to pick between Fish or Meat as a consumption good
  • Lowered Farm output of Grain from 30/50/90/140 to 20/40/80/120
  • Removed South Africa's starting navy.
  • Added a cooldown to establishing and disbanding companies. A recently established company cannot be immediately disbanded and a recently disbanded one cannot be reestablished right away.
  • Pops will now consider their job satisfaction during employment updates.
  • Reduced penalties on decentralized nations to prevent mass starvation
  • Rebalanced the starting situations for most countries with Military Formations in the History files
  • Hardwood Production and Focused Hardwood Production, Production Methods reduced Hardwood output to 10 and 20
  • Decreased the amount of food from Subsistence Farms from 2.5 per level to 2
  • Agitators may now only participate in an election once every six months.
  • Edited the starting Spanish, Hanseatic, East Indies, Luxembourgish, Portuguese, Prussian and Russian armies to better reflect the historical situation.
  • Greener Grass Campaign has been rebalanced and now provides a flat migration attraction bonus along a lower multiplicative bonus.
  • Downsizing a building level that isn't fully staffed now only generates a proportional number of radicals to its staffing, and no radicals at all if the level was not staffed at all
  • Researching Paved Roads no longer adds any infrastructure from Pops
  • Pop Consumption of Automobiles in a state now adds a small amount of infrastructure, which is increased when Paved Roads is researched
  • Converting to State Atheism now gives you a larger number of immediate 'converts' in incorporated states
  • Added combat penalties to Panicked Retreat
  • Added morale damage penalties to Controlled and Panicked Retreat
  • Added Straits between: Sumatra and Java, Java and Bali, Zealand and Jutland, and New Zealand
  • Citrus Orchard Production Methods now don't consume all wheat
  • Barbed Wire is now unlocked by Field Works
  • Removed Serfdom and swapped Slave Trade for Legacy Slavery in Grao Para
  • Companies that required 10 levels of Buildings now only require 3 levels
  • Changed unlocking technologies for some Cavalry units
  • Consumer Goods Tutorial now looks at local prices instead of market prices for goods
  • Travel time for formations through different terrains has been lowered
  • Stormtroopers Technology now gives Offense bonus to Trench, Squad and Mechanized Infantry
  • The Brazilian monarchy now benefits from Great Power status
  • China now starts with the Closed Borders law
  • Drastically increased the naval power projection requirement for Brazilian slave trade events.
  • Job Satisfaction from being able to afford expenses now scales with the income / expenses ratio instead of being a flat value
  • When a country is Cut Down to Size, it now receives a decaying prestige penalty and is unable to start any aggressive diplomatic plays for 5 years
  • Pop need rebalancing between categories, especially in the Wealth 20+ range
  • Hanyang Company now gives 20% attack bonus for Shrapnel Artillery
  • Removed Impassable Terrain from Islands and other areas where it is blocking combat for no reason
  • Reduced Rubber input for Elastics to 10
  • Lowered Rubber input, and Tools output for Machined Steel Tools
  • Reduced Engines input of Reinforced Wooden Ships Production Methods
  • Increased Steamers output in Steam Ships Production method
  • Lowered the modifier for Metropolitian Railway
  • Lowered the Interception chance of Admirals on Convoy Escort missions
  • Added Submarine Offense Modifier to Experienced and Expert Convoy Raider
  • Added a Farm to Piratini, Warsangali and Isaaq
  • Gone through and balanced some Companies to make Prosperity bonuses more valuable
  • Reduced the amount of Infrastructure from Streetlights Production Methods by 50%
  • Increased the attraction of middle/upper strata pops in military industries to the Armed Forces.
  • Slightly reduced the military penalties from the Lost the Opium Wars modifier.
  • Reduced radical gain from losing the Opium Wars.
  • Added Dye potentials to South Carolina, Georgia, and Florida.
  • Mass Migration now consistently checks for turmoil or SoL specifically in the relevant states (e.g. homelands) and not as much in the whole country
  • Removed Strait between Svealand and Åland
  • Publicly Traded is now available at all levels of Motor Industry
  • Removed the Artillery Foundry in Mexico because they have no consumption
  • Pollution is now on Meat Production Methods instead of Fabric Production Methods
  • "Socialist Demagogue" will now spawn less often
  • Puppeting Bolivia now makes the Peru-Bolivia journal entry fail
  • Increased the requirements needed to form the Confederation of the Rhine
  • Characters that basically agree with the government can no longer be exiled.
  • Elected Bureaucrats law now makes Bureaucrats more inclined to join the Petit-Bourgeoisie, rather than boosting raw PB political strength.
  • Hereditary Bureaucrats law now increases Aristocrats political strength rather than raw Landowners political strength.
  • Appointed Bureaucrats law now increases Bureaucrats political strength rather than raw Intelligentsia political strength.
  • Subsistence buildings under Collectivised Agriculture now employ fewer Clergymen.
  • The Monarchy law now increases the political strength of Aristocrats, rather than providing a flat bonus to Landowners clout.
  • Council Republics are now more inclined to enact progressive laws and develop industrially.
  • Agitators no longer interfere in the enactment of laws they have no stance for.
  • Few states penalty to mass migration chance now works through a multiplicative modifier rather than division
  • Rebalanced the value of the population factor for migration.
  • Gave Montenegro and Nejd a Grain Import Trade Route
  • Compañía Sudamericana de Vapores now targets Shipyards instead of Ports so that it can be Prosperous
  • Exiling interest group leaders now angers their interest group.
  • Patronise Realism no longer requires so many Arts Academies
  • Reduced Bureaucracy penalty for Greece restoring the Olympics.


[h2]Art[/h2]
  • Tanks and Artillery now explode when defeated
  • Added a representation of the Chemical Warfare mobilization option to battle dioramas when attacking
  • Locomotive types are now spawned based on culture, political connections and market connections
  • Added visuals to city buildings which to represent the Standards of Living in the area
  • Added new first aid cart and field hospital 3D models to frontline graphics
  • Fixed an issue with revolution flags appearing black, they are now correctly colored as the revolutionary interest group color
  • Added new Flamethrower effects
  • Added Maxim machinegun visual and audio effects
  • Ships now splash when sunk
  • Added new Vfx when battles end
  • Fixed a bug where some of the Asian buildings would clip with each other
  • Fixed a bug that causes the military flags to not be visible if the player did not have the Voice of The People DLC turned on
  • Enhanced details on map units weaponry
  • Reduced the range of the torpedo fired by the Submarine and Torpedo Boat
  • Fixed lightmask on navy ships Frigate, Monitor and Submarine 3D model


[h2]Interface[/h2]
  • Added manpower, organization, and morale bars to the Military Formation tooltip
  • Added quick action buttons to move all or half of the units and commanders from one side to the other side in the Transfer Popup
  • Added info about tariffs and consumption taxes to the Goods tooltip, and also added buttons to change them there directly
  • Added a table of Undecided Countries in the "Start a Diplomatic Play" confirmation, showing Military Strength and how likely they are to join either side of the Play
  • When there are multiple enemy/allied formations in the same location, they are now consolidated into a single map marker which shows a summarized view instead of forming a 'tower' of map markers. Clicking the consolidated map marker will open a selection list to let you select any one of the formations it contains. The player's formations still always get their own individual map markers.
  • Building expansion tooltip now takes into account the impact of understaffed buildings and queued constructions and so no longer displays overly optimistic revenue estimates for a building that's mostly empty or which has a bunch of queued levels already
  • Added current + expected number of a default unit type's units to their selection menu buttons.
  • Added number of current + expected units in a Unit Type to the Unit Type tooltips in a Formation.
  • Added a more detailed list item in the Construction Interaction list, showing Employment, State Traits, Production Methods and Local Prices
  • !' is now removed from the production method after mouse hovers over it
  • The tooltip for changing production methods should now show much more accurate information as to the building's production, consumption, revenue and employment immediately after the change takes effect
  • The tooltip for showing an active production method now properly takes into account throughput, input and output multipliers such as economy of scale
  • Revised the way qualifications are displayed so that for each pop type, qualifications are only shown if the qualifying pop would have a reasonable chance of actually taking the job, based on factors such as job satisfaction and pop type wage, meaning that the qualification numbers can now actually be trusted to tell you whether you have Pops that both qualify and would consider actually doing the job in question
  • Added new Migration map mode that displays amount of migration to and from states
  • Added new Mass Migration Attraction map mode that gives a rough idea of what countries mass migrations are likely to target
  • Added new Mass Migration Potential Targets map mode that shows the migration attraction among the states that are eligible for mass migrations
  • Added customize button for a Formation's name/icon to their right-click menu.
  • Added groups for journal entries
  • Added a short "label" and a "status" for a Country, describing who they are to you and your relationship.
  • AI Strategies are now shown in the tooltip for a Country
  • Character Interaction cooldown duration now shows as preview before interaction is triggered
  • Buildings that are unwilling or unable to hire now show more detailed tooltips with the exact reason they are unwilling/unable
  • Reworked the layout of formations on the Military Panel
  • Reworked Migration Attraction map mode to only show states in your market to better indicate how intra-market migration works and better indicate where pops move in your market
  • Migration tooltips now indicate if a state is eligible for mass migrations or not
  • Cleaned up and sorted the interest group tooltip
  • Added Infamy value to the topbar.
  • Exposed a Country's preference for each side in the Diplomatic Play directly in the Sway panel without having to dig through several layers of nested tooltips
  • The Government Interest Groups are now added to the tooltip for a Country
  • The current direction (up/down) of your Relations in the tooltip for a Country is now visible
  • Replaced "State Taxation Revenue" text list in with the same information as a table
  • Removed the Ongoing Diplomatic Pacts Outliner section (replaced with pinnable Countries)
  • When Fleets are zero, they will no longer appear in the Diplomatic Play Sway panel
  • When Mobilization is zero, it will no longer appear in the Diplomatic Play Sway panel
  • Lists within the panels on the left side of the UI no longer reset their position back to the top when you close the window and then reopen it. They also retain their old positions when switching between tabs.
  • Added the companies icon to the sidebar button
  • Fixed issue where NO_ORIGIN_FORMATION_SELECTED was shown as tooltip text in Transfer Popup.
  • An army or fleet without a commanding officer can now be merged with another formation
  • The tooltip for changing production methods now warns you if changing a PM would result in other PMs (such as ownership PMs) would be changed as a result, and includes the effects of those changes in its calculations of production, revenue etc
    Migration values are now displayed as weekly values rather than annual ones (with a few exceptions)
  • Added a small Price graph to each Goods item in the Market panel
  • The number of Conscripts is now visible in the Diplomatic Play Sway panel
  • Added new icon for electric companies
  • Map notification for Grant Independence shows valid text
  • Fixed Slave pops mentioned in Slave State tooltip not having a tooltip
  • The warning for insufficient qualifications now provides more information, such as how many months of current qualification growth the missing qualifications represent for the relevant pop types
  • Alerts that a diplomatic pact is about to break now only show up if relations are actively trending towards the break point due to ongoing actions/pacts, not if they're just close to the break point but have no reason to up/go down further
  • When a pact breaks or is about to break, the interface will now provide much clearer and more readable information about the reason for the break
  • Devastation and Turmoil Effect Map Markers are now visible on mid zoom level if State is being highlighted
  • Tweaked the layout for the Country Details panel to show AI Strategies without having to scroll
  • Reordered things in the tooltip for countries to more closely reflect the order of importance
  • The Subject Types a Country has is now shown in the tooltip for a country
  • Exposed the Ranking Number for the stats on the Country details panel
  • Replaced "Members" text list in the tooltip for parties with a table
  • The "Attitude towards you" icon is now shown on each Country item in the Diplomatic Play Sway panel
  • Sorted all lanes based on total Power Projection of the Country in the Diplomatic Play Sway panel
  • Agitator number on hover shows tooltip on where the Agitator Slots comes from
  • Tooltip for political strength shows reason for slaves not having political strength
  • Generals who used to Advance on a front but have switched to Defend no longer contribute their old Advancement progress to the front side's combined Advancement meter (visual bug only)
  • Added tooltips for the sort header buttons on the Local Price tab for a Good.
  • Optimized the performance of the Outliner by flattening the layout hierarchy
  • Made it possible to unpin Diplomatic Plays from the Outliner
  • Made it possible to unpin Political Movements from the Outliner
  • Added a Country Map Marker to the Diplomacy Map Mode, showing Attitude and Relations
  • Cleaned up the layout on the Diplomatic Play Sway panel, generally made things more compact to give a better overview
  • Added a setting for having the Notification Feed show up the left of the Outliner
  • Added colors to Notifications (good/neutral/bad)
  • Transfer formation popup now supports state and unit filters
  • Added Military Formation breakdowns in Country battalion tooltips.
  • Fixed issue where unit type icons would sometimes not show up in nested tooltips
  • Will now show the reason for Commanders not being able to transfer sides in Transfer Pop up
  • The text for loading game in both main menu & in-game menu now says 'Load Game' for consistency
  • Fixed long country names in various places
  • Fixed overlapping text in Lenses for different languages
  • Increased time allowance for players to answer sway offers from 7 to 14 days. The AI should still answer them within a few days.
  • Tooltip when attempting to Disband Formation with too many commanders is now more intelligible
  • Tooltip for Diplomatic Actions that improve or damage relations have been reworded to be less confusing
  • Added better tooltips for commander orders
  • Added keyboard shortcuts for "Zoom to" (z) and "Pin in Outliner" (x)
  • Hooked in "Go to details" keyboard shortcut in all Information Panel headers
  • The Religion texture is now visible in the tooltip for Religion
  • Made it possible to pin Countries to the Outliner
  • Reworked all Outliner items to have more, and better, information
  • Market Goods Shortage is no longer duplicated in the Notification settings panel.
  • Combat Unit unlocks in the tech tree now has frame around it
  • If Load game is not available, an in-game menu with show 'Load Game' text in italic for consistency will appear
  • Changed Judaism's color to light blue
  • Fixed an issue where an empty army's mobilization status failed to display correctly.
  • Changed the "Never" label for permanent Modifiers to "Permanent"
  • Cultural turmoil now displays with consistent number rounding.
  • Release subject option will be default option in Release-Subject tab in Diplomacy panel
  • Added localization to sea node names
  • Updated Attrition concept


[h2]Performance[/h2]
  • Reworked how pops migrate to reduce the overall number of pops in the world, in order to improve late game performance
  • Shortened load times when starting a new game
  • Made AI spending updates more performant
  • Reduced the size of several of the particle textures to improve performance
  • Resolved a performance issue with the revolution update toggling all mesh objects off each frame even when unnecessary
  • Reduced performance impacts of Diplomatic Plays by having the AI calculate when it wants to declare neutrality once per diplomatic play instead of checking each tick
  • Optimized battle code to prevent unnecessary modifier recalculations
  • Parallelize checks for battle condition updates
  • Improved performance when iterating pops by reducing the object's memory footprint, leading to better cache utilization
  • Improved the performance of unit morale calculations


[h2]Modding[/h2]
  • Several migration defines have been renamed, restructured or removed
  • Production Methods can now specify that they require access to particular goods to be able to be selected
  • New trigger (num_cultural_communities) to check how many cultural communities are present in a state implemented
  • Added new trigger that checks if a given state is eligible for mass migrations
  • Added functionality to create and add tables to tooltips
  • Added script links for migration attraction to be able to check what a state or country's migration attraction is
  • New event target links for formation to home_hq, formation to current_hq, hq to strategic region
  • country_army_unit_type_fraction and formation_army_unit_type_fraction triggers check the fraction of a specific unit type in a country's army or in a specific formation
  • country_navy_unit_type_fraction and formation_navy_unit_type_fraction triggers check the fraction of a specific unit type in a country's navy or in a specific formation
  • army_mobilization_option_fraction trigger checks the fraction of units having a specific mobilization option in a country's army
  • Added console command `enactment_checkpoint `
  • Removed `is_repairing` trigger, because it was untruthful


This is such a big post that we ran into the character limit on steam! you can see the patchnotes in full on our forum >HERE<