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Victoria 3 News

Hotfix 1.10.3 is now LIVE! - Not for Problem Reports!

[p]Hello Victorians, we have a rather large hotfix for you today.[/p][p][/p][p]Featuring the GDFIX changes, a variety of fixes, balance changes, interface improvements and more. This is less of a hotfix and more of a hugefix…
[/p][p]The temporary fix we introduced in 1.10.1 for Silesia being annexed by Prussia during a Polish Uprising has now been resolved properly instead of through the temporary fix too.
[/p][p]Check out the full patchnotes below. Checksum is `81b8`.
[/p][p]As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with fixed issues![/p][p]
[/p][p]The following changes have been made to the game compared to 1.10.2:[/p][h2]Improvements[/h2]
  • [p]\[GDFIX] Made colonization ignore population of source state when determining speed penalty (thank you Alxe for the suggestion)[/p]
  • [p]\[GDFIX] Added option when releasing a nation to keep states considered homelands for your primary cultures (thank you Deutsches Kaiserreich for the suggestion)[/p]
  • [p]\[GDFIX] Military wages now also affect the prestige gain from Navy power projection (thanks Tony for the suggestion)[/p]
  • [p]\[GDFIX] When enforced as part of a peace agreement or capitulation during war, the Independence war goal now also automatically also nationalizes overlord-held building levels (thank you BamBam for the suggestion)[/p]
  • [p]\[GDFIX] The 'September Convention' treaty name template now names the treaty dynamically after the month it was signed in instead of it always being September (thank you Martin Anward aka Wiz, for suggesting your own fix I suppose…)[/p]
  • [p]It is now possible for companies to 'privatize' buildings under Command Economy[/p]
  • [p]The Defend against Invasion button now works even if the invasion hasn't started yet. If the front for the invasion hasn't spawned, it will station the formation in the target HQ for the invasion, if the invasion has started and the front exists, it will deploy the formation directly to the front[/p]
  • [p]Generals will now also join defensive invasion battles and not simply send their troops if stationed as a garrison in an HQ[/p]
  • [p]Partial Shopkeeper/Academic-owned companies now pay 25% of their dividends to the workforce in their owned buildings[/p]
  • [p]Partial Bureaucrat-owned companies now pay 25% of their dividends to the government[/p]
  • [p]Reworked how Ideological Incoherence is calculated. You should now generally have an easier time forming single-party governments and governments which disagree on minor issues, and a harder time forming massive governments with strong and conflicting opinions[/p]
  • [p]Reworked the logic for cultural and religious secessions - states with low percentages of the relevant pops will be much less inclined to secede, unless their Obstinance or Turmoil is particularly high[/p]
  • [p]The South American National Identity Journal Entries now trigger a National Awakening for their respective cultures[/p]
  • [p]Adjusted demographics for the Baltic States, Lithuania, and Poland to reflect the historical makeup of their aristocracies[/p]
  • [p]Increased the Activism of the Polish National Movement in Russia whilst the Organic Statute of 1832 is active[/p]
  • [p]Adjusted demographics for Ireland to reflect the historical demography of its Aristocrats, Soldiers and Officers pops[/p]
[h2]AI[/h2]
  • [p]\[GDFIX]: Russia annexing Outer Manchuria will no longer trigger the AI to start annexing Chinese states[/p]
  • [p]The AI will now be less inclined to conquer non-homeland or non-claimed states that it does not share a land border or strategic region with[/p]
  • [p]Reduced the AI's base desire to unify Germany and Italy in the early game[/p]
  • [p]The AI will be much more inclined to spend money on economic buildings when it has the Industrialise AI strategy, or during the Gründerzeit[/p]
  • [p]Brought the aggression of the Unify Italy diplomatic strategy into line with the Unify Germany strategy[/p]
  • [p]Added a new Montenegro AI strategy to ensure it keeps its trade centres subsidised[/p]
[h2]Balance[/h2]
  • [p]\[GDFIX] Made colonization speed account for paused colonies (thank you Alxe for the suggestion)[/p]
  • [p]\[GDFIX] Added a lot of Obsessions to various cultures (thanks Tony for the suggestion)[/p]
  • [p]\[GDFIX] Political Movement support from Wealth now scales against the political strength from wealth levels, meaning that the support of a single wealthy individual is much more significant than support from a large number of poor individuals (thank you rskhm | BPM for the suggestion))[/p]
  • [p]\[GDFIX] The 'Force Nationalization' wargoal now requires you to control all your own states instead of requiring you to occupy the enemy capital (thank you to BamBam for the suggestion)[/p]
  • [p]\[GDFIX] GDP owned by your country in other countries now counts towards the reinvestment multiplier, so that a country with a massive investment pool from foreign holdings will not have it artificially boosted further (thank you to Blackpoolgo4it2 for the suggestion)[/p]
  • [p]\[GDFIX] Machinists and Engineers now contribute to the Investment Pool under economic setups where they receive dividends (thank you to CaelReader for the suggestion)[/p]
  • [p]\[GDFIX] Added Grocery taboo to Jewish religion to reflect their dietary restrictions (thanks nullpotato for the suggestion)[/p]
  • [p]\[GDFIX] Added Rye throughput bonus to the Ursus Company (thanks germaniec7 for the suggestion)[/p]
  • [p]\[GDFIX] The Launch Military Incursions decision in the Conquest of the Desert now requires Logistics instead of Civilizing Mission, and adds some infamy when taken (thank you Heinrich IV for the suggestion)[/p]
  • [p]\[GDFIX] Haiti starts with Homesteading now (thank you immeska for the suggestion)[/p]
  • [p]\[GDFIX] Changed the trigger of the United Fruit Company to allow foreign investment to fulfill forming conditions.[/p]
  • [p]\[GDFIX] Removed Rice Farm potentials from Hokkaido (thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Increased Wood potentials throughout Sweden, Norway, Canada, and the Northern and Western United States (thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Increased Iron potentials for Norrland and Svealand (thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Added Vineyard potentials to Tyrol, Bavaria, and Delvidek (thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Added Tobacco potentials to Wisconsin, Indiana, New York, Pastaza, and Mosul(thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Removed Rye potentials from Oulu, Kola, and Yakutsk, and added Rye potential to Outer Manchuria (thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Added Iron and Sulphur potentials to Cyprus (thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Added Fruit potentials to Pastaza (thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Added Rubber potentials to Antioquia and Cauca (thank you to markus for the suggestion)[/p]
  • [p]\[GDFIX] Added Coffee potential to Goias (thank you to markus for the suggestion)[/p]
  • [p]Austria is no longer able to revoke the Hungarian Twelve Points without pushback by using the Regime Change power bloc interaction[/p]
  • [p]Increased acceptance of primary cultures under Subjecthood to 100. This should fix cases of discrimination events firing for primary cultures under Subjecthood[/p]
  • [p]Peasants now get far fewer loyalists & radicals from Standard of Living changes[/p]
  • [p]The amount of radicals/loyalists gained from Standard of Living increases now starts scaling down after level 15, as each successive SoL level after that represents diminishing returns in actual impact on a pop's perceived quality of life, and it was previously far too easy to turn your entire upper class loyalist[/p]
  • [p]Buildings with foreign owners will now generally pay lower wages (relative to foreign-owned level fraction), as said foreign owners don't really care all that much if their wage dumping creates radicals in other nations[/p]
  • [p]Increased Movement Activism modifier from the Springtime of the Peoples Journal Entry from 25% to 35%, and added a -50% enactment time modifier to both Springtime of the Peoples and Red Summer Journal Entries[/p]
  • [p]Manorialism is now only enabled for Austrian Crown Land or Personal Union-type subjects[/p]
  • [p]Replaced the additional company slot from the canal companies with a free charter. The company slots often proved to be more of a curse than a blessing since when you lost the prosperity bonus, you could end up in a downward spiral. Additionally, the other bonuses they provide are so much more effective than the pre 1.9 competitiveness bonus that we believe they should still be viable with the addition of the charter. As always we'll keep an eye on feedback on this.[/p]
  • [p]Adjusted some of the basic companies' values to bring them a bit more in line with each other. Essentially the top 4 selected companies received some kind of penalties, while the bottom 4 received stronger/additional bonuses.[/p]
  • [p]Serbia now has Homesteading at game start[/p]
  • [p]Buildings are now more stingy with their wages when no minimum wages are set[/p]
  • [p]Made starting Hungarian revolutionaries immune to Memento Mori effects until 1856[/p]
  • [p]Increased starting Italian radicals for Austria[/p]
  • [p]Increased the attraction of Hungarian Aristocrats towards the Intelligentsia Interest Group and Liberal Movement whilst the Hungarian Revolution Journal Entry is active[/p]
  • [p]Reduced the maximum and minimum impacts of Fervour on attraction to various cultural movements[/p]
  • [p]Cultural Minority Movements under Subjecthood are no longer affected by base cultural acceptance. Instead, they are affected by average cultural acceptance of pops of the relevant culture[/p]
  • [p]Pop attraction to National Liberal movements is now affected by pop literacy[/p]
  • [p]Reduced the penalty to Devout attraction from literacy, as they were overly penalized in the late game[/p]
  • [p]Removed the max institution level increase from Secret Police/Guaranteed Liberties and put it behind Central Planning and Mass Surveillance techs instead, so that it isn't so easy to counter movement radicalism early on. The effects of National Guard were slightly reduced as this means National Guard can now be increased to level 5 in the late game[/p]
  • [p]Added additional Activism factors to National Liberal movements[/p]
  • [p]Increased the base attraction of Aristocrats, Clerks, and Academics to cultural minority movements, and reduced the base attraction of Clergymen[/p]
  • [p]Increased base political strength from votes to be more in line with the generally increased wealth levels across the game. Society techs that increase Authority now also increase voting power further[/p]
  • [p]Reduced the impact executives have on interest group political strength, and increased the number of building levels a company must own to get the maximum effect[/p]
  • [p]Removed an outdated supply increase modifier that came into effect when a formation was mobilized. This was invisible to the player, so we replaced it with higher good cost increases on the supply mobilization options. Overall values should remain largely the same[/p]
  • [p]The Age of Metternich Journal Entry now requires 25% revolution progress, or a successful Springtime of the Peoples revolution[/p]
  • [p]Various pro-slavery ideologies will now oppose enacting Colonial Slavery when a more slavery-friendly law is active[/p]
  • [p]Montenegro will need to learn to respect women before enacting advanced economy laws \\\[blocked the enactment of non-Traditionalism or Industry Banned economy laws whilst Women in the Fields is active\\][/p]
  • [p]The alternate complete condition of The Algerian Departments now requires the Amazigh and Maghrebi cultures to be above 40 average acceptance, and the Sunni religion to be above 15 average acceptance[/p]
  • [p]Building Minimum Wages modifier is now spread over multiple different institutions[/p]
  • [p]Moved max Social Security investment level modifiers from Welfare laws to tech[/p]
  • [p]Moved max Health System investment level modifiers from Health System laws to tech[/p]
  • [p]Reduced Individualist and Market Liberal ideologies' tolerance of the Right to Associate law[/p]
  • [p]Made the various variants of the Liberal ideology approve of National Guard, and disapprove of No Home Affairs[/p]
  • [p]Made the various variants of the Liberal ideology disapprove of Censorship, neutral towards Right of Assembly, and approve of Protected Speech[/p]
  • [p]Moved the "Sorbia is Serbia" achievement to the Hard achievements category[/p]
  • [p]Under Census Voting, pops can now vote from wealth 10 (down from 15)[/p]
  • [p]Under Wealth Voting, pops can now vote from wealth 20 (down from 25)[/p]
  • [p]Changed the arable land threshold for a state to be eligible for mass migration from 20 to 10[/p]
  • [p]Increased the base attraction of Officers and Soldiers to the Absolutist Movement[/p]
  • [p]Reduced the base attraction of Peasants to the Labour Movement[/p]
  • [p]Positivist characters may now support the Liberal Movement[/p]
  • [p]Clergymen are no longer affected by the literacy-related malus towards the Religious Majority and Minority Movements[/p]
  • [p]Increased starting Ottoman gold reserves[/p]
  • [p]Lahej now starts with a Trade Center exporting coffee[/p]
  • [p]The "Legacy of the Commonwealth" attraction modifier for Polish pops to cultural minority movements now only applies to Aristocrats[/p]
  • [p]Countries with Anarchy may no longer enact Extraction Economy[/p]
[h2]Art[/h2]
  • [p]Added DNA to Marshal Radetzky von Radetz, courtesy of Lord R of Morgenröte[/p]
  • [p]Improved the colouring of Serbian military caps[/p]
[h2]Content[/h2]
  • [p]\[GDFIX] Added Yankee homelands to District of Columbia, Maryland, Delaware and West Virginia (thanks DonQuijote for the suggestion)[/p]
  • [p]\[GDFIX] Added a chain of succession for all French dynasties (thanks The Watcher (F.E.) for the suggestion)[/p]
  • [p]\[GDFIX] Changed Savoy and Piedmont's hub and state names to be Italian by default. They will switch to the french version once controlled by France (thanks Il Fop for the suggestion)[/p]
  • [p]Added the People of the Book law, a generic version of the Ottoman Millet System for Muslim countries (because this is too exciting to wait until 1.12 for)[/p]
  • [p]Added anti-overlord lobbies to Serbia and the Danubian Principalities[/p]
  • [p]Changed the Springtime of the Peoples and Divided Monarchists revolution events to be based on whether one's capital is going to join a Revolution[/p]
  • [p]Added pro- and anti-overlord lobbies to Hungary[/p]
  • [p]Added pro- and anti-Hungary lobbies to Transylvania[/p]
  • [p]Changed the non-Sardinia-Piedmont Italian states' Citizenship laws to Subjecthood[/p]
  • [p]Added additional flags for Montenegro, and corrected the starting flag[/p]
  • [p]Added Yemeni Highlands state trait to Yemen[/p]
  • [p]Added some missing German dynamic state names (e.g. Franconia is now called Franken if owned by German speaking population)[/p]
[p]
[/p][h2]Interface[/h2]
  • [p]\[GDFIX] Disabled spam of notifications for when someone joins a diplomatic play and they have tons of subjects (thank you Ilya for the suggestion)[/p]
  • [p]\[GDFIX] Added a player countries map mode (thank you Drasp for the suggestion)[/p]
  • [p]\[GDFIX] Fixed the state interface so we show correct goods contribution to gdp % (thank you balticšprott | IEX for the suggestion)[/p]
  • [p]\[GDFIX] You can now see information about foreign GDP ownership in the GDP tooltip (thank you Blackpoolgo4it2 for the suggestion)[/p]
  • [p]\[GDFIX] The pop list movement support display now provides an accurate number and a correct breakdown tooltip (thank you to rskhm | BPM for the suggestion)[/p]
  • [p]\[GDFIX] Laws with/without government support are now sorted in order of highest chance to enact instead of lowest (thank you for the suggestion acranmer10)[/p]
  • [p]Tweaked the investment log tooltip layout for better readability[/p]
  • [p]Added the "Players" map mode to the map mode list in the Diplomacy panel[/p]
  • [p]Added a new National Awakening map marker tooltip to be clearer of what the map marker stands for[/p]
  • [p]Made the religion map mode automagically appear when you click the Religion tab on the Society panel[/p]
  • [p]Added a decimal to the infrastructure from population modifier on the basic Forestry company, so we can see the actual value (0.7) rather than 0[/p]
  • [p]Improved the tooltip for the simultaneous secession Activism factor[/p]
  • [p]Fixed the out of bounds text in the Culture tooltip and made sure no text is allowed to go out of bounds before line breaking[/p]
  • [p]Improved the tooltips for effects of pro- and anti-overlord lobbies on Liberty Desire[/p]
  • [p]Fixed the interface so we show correct icon in theme selector when theme is dynamic[/p]
  • [p]Fixed the Movement Suppressed After Civil War modifier icons being the wrong colours[/p]
[h2]Modding[/h2]
  • [p]Added country_block_government_reform_bool modifier which blocks a country from reforming their government[/p]
  • [p]remove_modifier now looks up the timed modifier for it's multiplier when building descriptions. This means we correctly describe the expedition budgets in the JE's failure/complete state descriptions.[/p]
[h2]Bugfixes[/h2]
  • [p]\[GDFIX] Fixed an issue where various left-wing ideologies would not properly weight Serfdom in political party calculations (thank you CaesarVincens for the suggestion)[/p]
  • [p]\[GDFIX] The Fascist leader ideology now requires Political Agitation instead of Mass Propaganda, to bring it in line with the requirements for the Fascist Movement (thank you CaelReader for the suggestion)[/p]
  • [p]\[GDFIX] Fixed an issue where Moderniser characters could not support Moderniser movements (thank you to CaesarVincens for the suggestion)[/p]
  • [p]\[GDFIX]  Juan Silvano Godoi and Rafael Barrett will now correctly spawn for Paraguay (thank you to CaesarVincens for the suggestion)[/p]
  • [p]\[GDFIX] Fixed an issue where releasing Russia or Belarus would give the Devout ideology redundant Moralist ideologies (thank you to CaesarVincens for the suggestion)[/p]
  • [p]\[GDFIX] Fixed an issue where power bloc join calculations used an incorrect scope for assessing identity/principle scores (thank you to CaesarVincens for the suggestion)[/p]
  • [p]\[GDFIX] Corrected Asa Thurston's culture to Yankee (thank you both Dryhad and CaesarVincens)[/p]
  • [p]\[GDFIX] Fixed several issues with subject flags for United Tribes, Tibet, Jamaica, Bretagne, and Brunei (thank you to CaesarVincens for the suggestion)[/p]
  • [p]\[GDFIX] Corrected localisation for the has_commander_order trigger to display the relevant order (thank you to CaesarVincens for the suggestion)[/p]
  • [p]\[GDFIX] Fixed some japanese loc formatting to allow showing data (thanks maruta for the suggestion)[/p]
  • [p]\[GDFIX] Fixed errors in the names of Pakubuwana IX and George Strickland Kingston (thank you to CaesarVincens for the suggestion) [/p]
  • [p]Fixed an Out of Sync from Scripted additional Radicalism for cultural movements[/p]
  • [p]Austrian Upper Silesian Poles have been properly instructed to go back to Austria when they lose their secession war (Fixed so Secession wars keep track of what provinces belonged to who for split states)[/p]
  • [p]Fixed an issue that caused Korean clothing to be overridden by Manchu and Han clothes[/p]
  • [p]Made Armies stationed at an HQ also be able to defend Fronts in the HQ's strategic region and made them visible in all relevant contexts like in the calculation for front advantage[/p]
  • [p]Fixed so we use all primary cultures shared heritage to calculate acceptance on cultures[/p]
  • [p]Pops part of a Secession are now redistributed when state is split back to original owners[/p]
  • [p]Buildings part of a seceding state are now given back to the original owners[/p]
  • [p]Fixed a crash caused by dead pops in political movements[/p]
  • [p]Fixed stuttering that occurred with too many countries existing on the map[/p]
  • [p]Fixed an issue where the Koreanic language trait group was unlocalised[/p]
  • [p]Fixed an issue where country-specific traits for the Petit-Bourgeoisie would be overridden by generic ones[/p]
  • [p]Fixed an issue where momentum set in history would not correctly impact historical elections, resulting in issues such as the Whigs incorrectly being calculated as having won the 1836 elections[/p]
  • [p]Fixed an issue where Serbia would gain Dynastic Loyalty from improved relations with the Ottomans, rather than the reverse[/p]
  • [p]Fixed improve/damage relations description being broken when the progress is exactly 0% due to opposing actions[/p]
  • [p]Gave the Labour Movement a stance on Labour Associations[/p]
  • [p]Fixed a bug that blocked acquiring the "David Slays Goliath" achievement as a Yugoslavia formed from Montenegro[/p]
  • [p]The "Prussia of the Balkans" achievement now accounts for the North German Confederation[/p]
  • [p]The Dual Monarchy will no longer annex a player Croatia upon formation[/p]
  • [p]Changed French movement stances to match those of their corresponding character ideologies[/p]
  • [p]Fixed an issue where the Positivist Movement would appear too early in the game, possibly causing a no-win scenario during the Springtime of the Peoples[/p]
  • [p]Fixed a bug in cross-country secessions where secondary targets of the uprising would get a 'Crush Secession' wargoal targeting the wrong country[/p]
  • [p]When 'inheriting' radicals from conquered states, this is now correctly shown as the reason for those radicals being added to your total amount[/p]
  • [p]Removed top hat from Dordije Petrović-Njegos[/p]
  • [p]The has_potential_resource and num_potential_resources triggers now work correctly for buildings that use arable land. This should fix some issues the AI had with establishing agricultural companies which use these trigger for their construction targets.[/p]
  • [p]Fixed and removed a jarring jumping around of the State Trait map markers in the Production map mode when you hover any Market[/p]
  • [p]Removed doubled Activism modifier from Springtime of the Peoples on Cultural Minority movements[/p]
  • [p]Fixed an issue where the Megali Idea Journal Entry could disappear before a completion criteria was selected[/p]
  • [p]The Reunify China Journal Entry will no longer appear for non-Chinese countries[/p]
  • [p]Fixed an issue where the Liberal Movement had incorrect stances on land reform[/p]
  • [p]Fixed a typo in a loc reference that resulted in company_category_bureaucrat_owned not showing its correct text[/p]
  • [p]Fixed an issue that interfered with the calculation of liberty desire from pro- and anti-overlord lobbies[/p]
  • [p]Alaska can no longer be sold more than once[/p]
  • [p]Fixed a bug on pop details panel showing two religion icons[/p]
  • [p]Removed one of the duplicated goods icons in the Pop Need fancy tooltip[/p]
  • [p]Owning all of Upper Silesia is no longer a requirement to form Czechoslovakia[/p]
  • [p]Corrected the country flavour text for Ogaden, Anuak, Borana, Omo, Hadiya, Wolaita, Qwara[/p]
  • [p]Fixed Hadiya's market using a placeholder[/p]
  • [p]Lobbies can no longer request diplomatic plays against revolutionary or secessionist countries[/p]
  • [p]Fixed an issue where the Great Eastern Crisis journal entry was visible to those who did not own National Awakening[/p]
  • [p]Fixed an issue that could cause subjects of the United Principalities to receive Bessarabia, rather than the United Principalities themselves[/p]
  • [p]Fixed Missing localization for RULER_TITLE_PREMIER[/p]
  • [p]Fixed an issue that could result in Orleanist monarchs for France not having the correct ideology (Voice of the People)[/p]
  • [p]Fixed an issue where "The Feminine Order of \\\[State\\]" would incorrectly evaluate its trigger[/p]
  • [p]Fixed an issue where some battles would have just a loc key as their name[/p]
  • [p]Fixed a typo in defines which affected USE_NATIONALIZED_ECONOMY_OF_SCALE_PENALTY[/p]
  • [p]Fixed an issue where certain ideologies referred to non-existent laws in their IG leader chances[/p]
  • [p]Fixed a bug that could occasionally cause Maximilian von Habsburg to replace Franz Josef
    [/p]
[p]Previous Patchnotes[/p][p]1.10.0 | 1.10.1 | 1.10.2[/p]

Victoria 3 is on sale for the Paradox Steam Autumn Sale!!

[p][/p][p]Good Day Victorians![/p][p][/p][p]The Steam Autumn Sale extends last week’s offers, keeping Victoria 3 and select content discounted while expanding the catalogue with more deals.[/p][p][/p][p]Check out the full discounts here - http://pdxint.at/4717onu[/p][p][/p]

Hotfix 1.10.2 is now LIVE! - Not for Problem Reports!

[p]Good Morning Victorians.
[/p][p]We just released Hotfix 1.10.2, this is to mainly address the bug with fleets getting stuck and one other issue of Mustering Recruits as the Balkan League.
[/p][p]As a reminder, in 1.10.1 we introduced a temporary fix for Silesia being annexed by Prussia during a Polish Uprising, but are looking at a more robust solution for next week. 
[/p][p]Check out the full patchnotes below! Checksum is `750b`.
[/p][p]As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with fixed issues!
[/p][p]The following changes have been made to the game compared to 1.10.1:[/p][h2]Bugfixes[/h2]
  • [p]Fixed fleet getting stuck in combat perpetually after war ending abruptly[/p]
  • [p]Fixed fleet getting stuck in combat perpetually after ending an invasion manually[/p]
  • [p]Fixed an issue where a movement disbanding would remove the "Movement Suppressed After Civil War" modifier, allowing it to reform and immediately revolt again[/p]
  • [p]Fixed an issue where the "Muster Conscripts" button for the Balkan League could have its modifier excessively multiplied
    [/p]
[p]*Please note: If the fleet was already blocked before the hotfix it won’t be fixed by this hotfix, but it should prevent new fleets from getting stuck.[/p][p][/p][p]Previous Patchnotes[/p][p]1.10.0 | 1.10.1[/p]

Hotfix 1.10.1 is now LIVE! - Not for Problem Reports!

[p]Salutations Victorians![/p][p]
[/p][p]Hotfix 1.10.1 is now live! A small hotfix today aimed at tackling some issues with out of syncs, Montenegrin raiding and a few more! We also have a temporary fix for Silesia being annexed by Prussia during a Polish Uprising, but will look at a more robust solution for next week. [/p][p]
[/p][p]Check out the full patchnotes below! Checksum is `3093`.[/p][p]
[/p][p]As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.10 with fixed issues! In the Known Issues post we mention this issue “Fleets can get stuck permanently if they participate in a battle the moment a war/invasion ends”, we are aware of it and actively working on it.[/p][p]
[/p][p]The following changes have been made to the game compared to 1.10.0:[/p][h2]AI[/h2]
  • [p]The Montenegro AI will now be much smarter about whether to increase or decrease raiding[/p]
  • [p]AI should no longer be allowed to move all ships out of a fleet and keep the admirals there[/p]
[h2]Balance[/h2]
  • [p]Increased Acceptance from being a Primary Culture under Subjecthood, and decreased acceptance from tradition traits[/p]
  • [p]Increased the chance of the "Pursue the Title of Eastern Rome" event firing for Greece during the Megali Idea Journal Entry[/p]
[h2]Bugfixes[/h2]
  • [p]Asked the Silesian Poles if they could hold off with protesting against the government until next week \[implemented a temporary fix for a bug where Prussia would annex all of Austrian Silesia following a Polish uprising][/p]
  • [p]Players can no longer modify other players military formation[/p]
  • [p]Fixed an issue where the Matter of Hungary acceptance condition could not tick under any circumstances[/p]
  • [p]Fixed an issue where Hungarian uprisings in foreign countries could cause the "Crisis on the Danube" event[/p]
  • [p]Fixed hotjoin Out of Sync caused by dead political movements keeping reference to pops[/p]
  • [p]Fixed a hotjoin Out of Sync caused by construction queued buildings that were just finished as player hotjoined[/p]
  • [p]Fixed an issue where Montenegrin Raiding would not be removed from states under some circumstances[/p]
  • [p]The Central Europe tag can no longer get the Case for Yugoslavia Journal Entry[/p]
  • [p]Fixed an issue where some characters couldn't be granted leadership under Multiculturalism[/p]
  • [p]Fixed an issue where Constitutional Pressure gain/loss from wargoals was reversed[/p]
[p]
[/p][p]Previous Patchnotes[/p][p]1.10.0[/p]

Victoria 3 - Dev Diary #160 - National Awakening & Update 1.10 Now LIVE!

[p][/p][p][/p][p]Happy Tuesday Victorians!
[/p][p]National Awakening and Update 1.10 are now live! The Austrian Empire lives in uneasy times and you must now make your choice. Bind the Empire together. Change it, or tear it all apart.
[/p][p]Update 1.10 comes with the addition of cultural fervor, updates to political movements, more laws and more listed below!
[/p][p]You can pick up National Awakening now on Steam or on the Paradox Store, or as part of Expansion Pass 2 (saving 20% overall compared to buying individually).
[/p][p]But that is not all, other selected Victoria 3 content is on sale! So if you want to complete your collection, now is the time!
[/p][p]Check out the release trailer below:[/p][previewyoutube][/previewyoutube][p][/p][p]And, we have the overview of Update 1.10 contained below too:[/p][previewyoutube][/previewyoutube][p][/p][p]And, if videos are not your sort of thing, we have a nice overview of both National Awakening and Update 1.10 in these infographics below:[/p][p]
[/p][p][/p][p]Finally, we had the GDFIX Day a couple weeks ago, which fixed a number of community submitted small balance changes, bug fixes and more. These will be coming in a hotfix after the release of Update 1.10, but you can see the list of fixes here
[/p][p]Speaking of community feedback, we heard some murmurs about Austrian monuments.Your whispers were heard, and we would like to add one. We have decided to add the Kaiserforum, but it will take some time so it will come later in the year. 
[/p][p]But now, on to the patchnotes!

[/p]
1.10 Patchnotes
[p]The following changes have been made to the game compared to 1.9.8:[/p][h2]Features of National Awakening[/h2]
  • [p]Added Journal Entries for organising the United States of Greater Austria. Upon forming a Dual or Triple Monarchy and researching pan-nationalism, one may endeavour to form the USGA through the Federal Solution Journal entry and integrating enough cultures within the Empire to form the USGA[/p]
  • [p]Added a decision and event chain for transforming the Austrian Dual Monarchy into the Triple Monarchy through issuing a Trialist Manifesto. Issuing this Manifesto permits creating a third, more cooperative crown in Croatia to offset Hungary - at the cost of a potential conflict with Hungary.[/p]
  • [p]Added a Journal Entry (The Ständestaat​) for organising Austria into a Corporate State. With the rise of mass politics in Austria, the Corporatist Movement seeks to end democracy in favour of the “Ständestaat​”[/p]
  • [p]Added narrative content and a Journal Entry pertaining to the Great Eastern Crisis[/p]
  • [p]Added several Events and Journal Entries for Russia and Austria to interact with the Great Eastern Crisis[/p]
  • [p]Added a starting Journal Entry (The Age of Metternich​) to Austria, themed around the twilight years of Klemens von Metternich. This Journal Entry focuses on his objectives of maintaining the Austrian monarchy, maintenance of the Austrian sphere, and promotion of the arts and sciences[/p]
  • [p]Added a new building set for the Balkan region, including completely new 3D models for the Rural and Urban Residential, Farm, Civic, Port and Forestry buildings. Port and Forestry in particular have received a huge overhaul, showing much more information to the player on the map about their selected production methods. The building set also includes reskins of the currently existing Factory and Mining Models to help them fit better with the rest of the new Balkan buildings[/p]
  • [p]Added historical Austrian emperors and heirs past game start date, along with several events pertaining to the affairs of the Habsburgs.[/p]
  • [p]Added a Journal Entry and associated events pertaining to the Hungarian revolution[/p]
  • [p]Added historical uniforms to Austrian, Hungarian, Serbian, Bulgarian, Romanian, Greek, and Montenegrin generals, monarchs, officers, and soldier pops[/p]
  • [p]Added a Journal Entry for developing one's national identity as a Balkan state[/p]
  • [p]The Balkan League may now be created as an alliance between Serbia, Montenegro, Greece and (if they exist on the map) Bulgaria. Ottoman subjects may be added as de facto members. These nations receive various options to represent their militarization. Should they win the Balkan War, they may then turn on each other to retake their homelands[/p]
  • [p]Added loading screens for National Awakening[/p]
  • [p]Added new pop and character clothing, including outfits for Greek Fustanellas, Balkan Hajduks, late-game winterised uniforms, and early-nineteenth century tailcoats[/p]
  • [p]Added a Journal Entry simulating Montenegro's dependence on raiding to feed and clothe their people, with associated events. This can, with some difficulty, be upscaled to create a warlike nation set on destroying the Ottomans, but the Great Powers will not approve[/p]
  • [p]Added a Journal Entry for Montenegro to stop (or at least reduce) raiding and modernise their laws in an effort to appeal to the Great Powers for more land from the Ottoman Empire[/p]
  • [p]Added a Journal Entry for the Ottoman Empire to deal with Montenegro's raiding and to reward players for crushing the rebels once and for all[/p]
  • [p]Added a series of events reflecting the history of Montenegro's rulers and the dramatic transition from Theocracy to Monarchy[/p]
  • [p]Added the Throne of Thorns Journal Entry for Serbia, covering the conflict between Obrenovič and Karađorđević dynasties over the Serbian throne[/p]
  • [p]Added a Journal Entry for Montenegro and Serbia to combine into a single nation if they share borders, reflecting the history of Montenegrin rulers at the time considering themselves Serbs[/p]
  • [p]Added the Prussia of the Balkans Journal Entry for Bulgaria, covering Bulgaria's rapid militarization following its independence from the Ottoman Empire[/p]
  • [p]Added a Journal Entry for the formation of Yugoslavia[/p]
  • [p]Added a new 3D building representation of Hagia Sophia[/p]
  • [p]Added a Sausage Platter table asset, with Kolbász and some lovely pickles[/p]
  • [p]Added a Bugbear Flask table asset, a carved coconut to carry your gunpowder in. Created by sailors on their voyages home[/p]
  • [p]Added a Chibouk Pipe table asset, with matches depicting a certain Basil…[/p]
  • [p]Added a Coffee Cup table asset, alongside Turkish delight[/p]
  • [p]Added a new Austrian coin, based on a Maria Theresa thaler[/p]
  • [p]Added the Gründerzeit Journal Entry to the game, valid for all German nations[/p]
  • [p]Added the Autocracy in the Age of Liberty Journal Entry to Austria, along with associated events[/p]
  • [p]Added 'Bavarocracy' as a new starting Journal Entry for Greece[/p]
  • [p]Added 7 new companies to the game[/p]
  • [p]Added new custom Interest trait names and traits to the game for German, Romanian, and Hungarian nations[/p]
  • [p]Added content related to the 1873 Vienna World's Fair[/p]
[h2]Features[/h2]
  • [p]Reworked discrimination traits on Cultures and Religions. Cultures now always have a heritage and language trait each. These both belong to a wider family of similar traits. Cultures can also have tradition traits, which may change over the course of the game. Religions now have a defined heritage trait similarly to Cultures. As a consequence of this, many modifiers, triggers, effects and historical setup have changed[/p]
  • [p]Cultures now have Cultural Fervor, which acts as a measure of how much a culture has come to identify with a single national identity[/p]
  • [p]Added a new hostile Diplomatic Action "Support Separatism" that will increase Movement Pop Support Attraction and Movement Activism for Cultural Minority Movements of one’s Primary Cultures in a target country[/p]
  • [p]States now have an "Obstinance" value which, when high, gives penalties to the state's cooperation with the country's government[/p]
  • [p]Added the ability to edit a Prestige Good's name next to the Goods button (Charters of Commerce)[/p]
  • [p]Many nation-specific Journal Entries can now be previewed from the Sandbox map while selecting a country, giving players an indication of the historical content available to each nation. A maximum of three journal entries are displayed[/p]
  • [p]Added an "African Diaspora" ethnicity[/p]
[h2]Improvements[/h2]
  • [p]Added a "Delete All" button to the "Load Savegame" window[/p]
  • [p]Companies now have categories, which change the employment structure of their headquarter buildings. For example, companies focused around plantations and farms will tend to have partial aristocratic ownership instead of being fully owned by capitalists[/p]
  • [p]The Promote National Values decree now allows Pops in the state to be assimilated even if the state is one of the homeland states for their culture[/p]
  • [p]It is now possible for multiple political movements to try and secede at the same time. You can still only have one ongoing revolution, but this can happen alongside any number of secessions[/p]
  • [p]It is now possible to downsize buildings and disband individual units while there is a revolution or secession brewing, so long as that building/unit is not located in an insurrectionary state[/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]Reworked how Ideological Opinion is calculated. Instead of being purely based on government compositions, it is now calculated from a combination of active laws and government ideologies, which should result in a more coherent mechanic[/p]
  • [p]Under Cooperative Ownership, building levels owned by the country's companies will now pay out 75% of their dividends to the workforce before passing the rest on to the company HQ[/p]
  • [p]Under Command Economy, company HQs will now pay out 75% of their dividends to the government instead of having it be hoarded by bureaucrats[/p]
  • [p]Units stationed in an HQ can now defend against invasions[/p]
  • [p]Added a Stimulants pop need category, which produces demand for Sugar, Coffee, Tea, and Tobacco amongst pops of Wealth 6 to 30[/p]
  • [p]Allowed fleets to be borrowed in naval battles[/p]
  • [p]Added a new Subjecthood law, representing the conception of the populace as subjects of a sovereign, rather than citizens of a nation-state[/p]
  • [p]Added Italian and German national-liberal movements, which support both liberal reform and desire the unification of Italy/Germany[/p]
  • [p]When a released country inherits laws from the country it was released from, it will no longer inherit any laws that are not valid for them to enact (such as laws specific to a religion they do not share)[/p]
  • [p]Pops that become unemployed now keep their profession rather than turning into laborers[/p]
  • [p]Adjusted the starting ideologies for Ottoman Interest Group Leaders[/p]
  • [p]Insurrectionary Political Movements will also increase the radicalism of movements of the same type in neighbouring countries[/p]
  • [p]Non-Revolutionary IGs in revolutionary countries no longer get political strength while the revolution is ongoing[/p]
  • [p]The presence of Insurrectionary Cultural or Religious movements will now increase the Activism of other Cultural and Religious movements[/p]
  • [p]Buildings now usually prioritize hiring unemployed pops before employed ones, so long as they are qualified[/p]
  • [p]Russia now starts with a decaying modifier that reduces its Acceptance of Polish pops, and increases Polish Cultural Fervor[/p]
  • [p]Default-gen characters that appear in countries with non-default state religions now spawn with the non-default religion[/p]
  • [p]The Provisional Government event for France now enacts Parliamentary Republic, rather than Presidential Republic[/p]
  • [p]Political Movements will have a higher chance of appearing if a more prestigious neighbouring country has this movement[/p]
  • [p]Gave the Liberal Movement a stance opposing Serfdom[/p]
  • [p]Hooked Cultural Fervor into the Brazilian Nation-Building content (Colossus of the South)[/p]
  • [p]Changed generic Interest Group leader's spawned characteristics in some circumstances[/p]
  • [p]Added weights to the ideology chances of non-interest group leader characters wherever applicable[/p]
  • [p]Added localisation to certain journal entries to display the results of triggered events[/p]
  • [p]Adjusted population balance in Bohemia, Moravia, and East and West Galicia to make Jewish pops more urban on average[/p]
  • [p]Ensured that gaining Orleanists’ support from trade only works if you have trade going on (Voice of the People)[/p]
[h2]AI[/h2]
  • [p]Fixed a bug that largely made the AI unable to correctly evaluate when passing a law would cause a civil war and when cancelling an enactment would avoid one, which should result in less unnecessary civil wars[/p]
  • [p]AI willingness to unify Italy and Germany is now largely determined by the presence of Interest Groups pressured by Italian/German national movements in government. Additional weights include researching the Pan-Nationalism technology, and high Movement Activism of Italian/German national movements.[/p]
  • [p]The AI is now willing to attack even with fairly low organization, so long as they perceive themselves to still have the advantage on the front[/p]
  • [p]Made Princely States more inclined to be conservative[/p]
[h2]Balance[/h2]
  • [p]Migration attraction factors for arable land, employment and unemployment now look at the amount of employed/unemployed pops relative to the population in the state rather than absolute numbers, so that large states will not always have inherently higher migration attraction compared to small ones[/p]
  • [p]Generals part of a naval invasion now must have advancing orders and can no longer stall the invasion. Your armies can't be on a cruise outside the coast forever anymore[/p]
  • [p]Civil Wars will now have a state modifier generating additional military goods sell orders in their capital, so that rebels do not start with instant severe supply shortages. The size of the modifier is based on market conditions pre civil war[/p]
  • [p]Government-owned production building levels no longer have a penalty to Economy of Scale compared to privately owned levels (the support for it remains though in case modders want to make use of this system)[/p]
  • [p]Doubled Liberty Desire added from support independence articles, which scale by rank of the providing nation, but reduced max combined effect to 0.5[/p]
  • [p]Overlord's alliances and defensive pacts will now reduce their subjects' Liberty Desire, though to a lesser extent than support independence and to a max combined effect of -0.25. Overlords can use this to partially counteract the effect from their subject's support independence pacts[/p]
  • [p]Liberty Desire is now increased/decreased by the ratio of overlord to subject's army projection power, with overlords expected to have at least 5/7.5/10x stronger forces depending on the subject's autonomy level. If the overlord has more than the expected ratio, the subject's liberty desire will decrease to a max of -0.1, otherwise it will increase to a max of 0.5. In practice, this makes it easier for players to break free as a subject by increasing the size of their army[/p]
  • [p]A special exception where the above effect is capped to 0.25 is made for the liberty desire of the East India Company and the Raj, as these represent the British presence in India, rather than resistance to British rule[/p]
  • [p]Added liberty desire effect based on the comparative size of a country's army to the subject's, if the overlord themselves have an overlord. (E.g. subjects of the East India Company are affected by the size of Great Britain's army if it is more than ten times bigger than their own, to max -0.1)[/p]
  • [p]Liberty Desire will decrease based on fervor if the subject and overlord share primary cultures, to a max of -0.25. If the subject has a mix of shared and non-shared primary cultures, the fervor effect on liberty desire will be a sum, with shared cultures decreasing and independent cultures increasing liberty desire[/p]
  • [p]Assimilation in homelands now has a 0.75x multiplier to its speed[/p]
  • [p]Removed the +10 Acceptance bonus from homelands and moved it to the No Colonial Affairs law instead[/p]
  • [p]Blockade strength now scales from 50% sea presence cutoff, meaning you start building it later. Exact algorithm is `MaxBlockadeStrength
  • Max(0, (SeaPresence - Threshold)/(100%-Threshold))`[/p]
  • [p]Reduced acceptance gain from Multiculturalism[/p]
  • [p]Enabled assimilation of pops in the Full Acceptance bracket[/p]
  • [p]The Multiculturalism law now disables the Promote National Values decree[/p]
  • [p]Added a Sugar Beets production method for Wheat and Rye farms[/p]
  • [p]Reduced production of Sugar from various Orchards production methods[/p]
  • [p]The market trade panel now shows total and used Trade Capacity for your country in markets where you have Trade Centers[/p]
  • [p]Increased the base political strength of Officers and Soldiers[/p]
  • [p]Most European nations now have Egalitarianism at game start[/p]
  • [p]Removed the Extra Company Slot and Free Charter modifier from Corporate State, and moved it to Technocracy[/p]
  • [p]The relations impact of articles now maps directly to whether they are considered friendly, hostile or neutral. For example, Non-Colonization Agreements are generally considered to be a source of friction and will reduce relations, while Goods Transfers will not impact relations at all[/p]
  • [p]Increased civil war cooldown from 6 to 9 months[/p]
  • [p]Added a training rate bonus to civil war uprisings[/p]
  • [p]Movements will now have greatly reduced Activism for twenty years after launching a failed revolution or secession[/p]
  • [p]Bureaucrats are now able to contribute to the investment pool under economic systems where they have ownership shares[/p]
  • [p]Washington DC now starts with a bit more arable land and more buildings[/p]
  • [p]The White House now provides a migration attraction boost[/p]
  • [p]The US now gets a positive modifier while Washington DC is the capital, and a negative one if Washington DC is \\*not\\* the capital[/p]
  • [p]Adjusted the effects of National Guard to disadvantage Officers and benefit the Petit-Bourgeoisie[/p]
  • [p]The Absolutist movement no longer instantly disappears once a voting law is enacted[/p]
  • [p]Austria now starts with Central Archives and Secret Police[/p]
  • [p]The Radical ideology now favours Parliamentary Republic over Presidential Republic[/p]
  • [p]The Elitist, Republican, and Royalist ideologies now favour Presidential Republic over Parliamentary Republic[/p]
  • [p]Changed the starting laws of the Danubian Principalities to reflect their historical situation[/p]
  • [p]Changed Piedmont's agricultural product from Wheat to Rice[/p]
  • [p]Upper and Lower Canada start with small radical movements, reflecting conditions leading up to the rebellions of 1837[/p]
  • [p]Reduced factors limiting the relevance of trade unions in the early game[/p]
  • [p]Increased required Movement Activism for failing Indian Home Rule and activating The Indian Nation journal entries for British India[/p]
  • [p]The German National Identity Journal Entry is now dependent upon the Cultural Fervor of North German and South German cultures[/p]
  • [p]Increased the base chance for Polish pops to join cultural minority movements[/p]
  • [p]Added more building levels to the state of Bulgaria[/p]
  • [p]Moved most Prussian arms manufacturies in Silesia to Brandenburg to reflect the location of contemporary arsenals[/p]
  • [p]Added fish potential to Courland and Lithuania[/p]
  • [p]Reduced the pop attraction to the Devout from Religious Schools, and increased the penalty due to literacy[/p]
  • [p]Rebalanced all character ideology weights[/p]
  • [p]Limited Jacksonian Democrat ideology to Petit-Bourgeoisie, Rural Folk, and Trade Unions interest groups[/p]
  • [p]Croatia now starts with a University[/p]
  • [p]Added two University levels to the Scottish Lowlands[/p]
  • [p]Reduced movement activism decrease from National Guard to -3% per level, from -5%[/p]
  • [p]Improved the stances of various Liberal ideologies regarding National Guard[/p]
  • [p]Changed starting lobbies for Serbia, placing the Landowners in favour of Austria[/p]
  • [p]Removed French monarchist ideologies from the set of default ideologies for Devout, Industrialists, Intelligentsia, Petit-Bourgeoisie, Armed Forces, Landowners, and Rural Folk[/p]
  • [p]Removed Personal Union junior partners' bonus to law imposition chance[/p]
[h2]Art[/h2]
  • [p]Added DNA and a custom outfit for Klemens von Metternich[/p]
  • [p]Adjusted Russian uniforms to be more historical. Generals and royals begin wearing single-breasted tailcoats, and move to double-breasted coats upon researching General Staff[/p]
  • [p]Added map graphics for Austrian and Hungarian military units[/p]
  • [p]Improved the uniforms of French Officers and Soldiers pops[/p]
  • [p]Added Polynesian irregular military unit illustration[/p]
  • [p]Changed the colour of the Russian Tsar's sash to that of the Order of Saint Andrew[/p]
  • [p]Heirs will no longer erroneously wear top hats[/p]
[h2]Content[/h2]
  • [p]Added law variants "Women in the Fields" and "Šef Paternalism" to simulate Montenegro's unique history of women performing agricultural labor so more men could fight, and adding a historically inspired gameplay solution to support their unemployed population[/p]
  • [p]Reworked the existing Greek Nationalism Journal Entry[/p]
  • [p]Reworked the Ionian Islands decision[/p]
  • [p]Added the "Natural Harbors" State Trait to a bunch of state regions across the world that did not have it already including places like New South Wales or Suzhou[/p]
  • [p]Added new State Traits in Anatolia including "Pontus", "Anatolian Plateau" and "The Bosporus"[/p]
  • [p]Added a Labour Associations lawgroup, which governs the legality of various sorts of labour associations[/p]
  • [p]Reworked Springtime of the Peoples content, with a new journal entry and several events[/p]
  • [p]Added an event which fires if one unifies Greater Germany, giving the opportunity to release the Austrian empire as subjects[/p]
  • [p]Added a new Journal Entry and events for Zanzibar if it's spawned via Oman's Journal Entry[/p]
  • [p]Updated the starting diplomatic relations in Indochina in 1836[/p]
  • [p]Added a new journal entry for monarchist countries abolishing Autocracy[/p]
  • [p]Added a journal entry for the European Potato Famine[/p]
  • [p]Added a new Colonial Slavery law, which functions like debt slavery, but only in unincorporated states. Pops below a certain level of Acceptance and Wealth in unincorporated states are passively enslaved, and all slave pops in incorporated states are automatically made free[/p]
  • [p]Reworked the Matter of Hungary Journal Entry for Austria[/p]
  • [p]Added additional characters for Canada, Haiti, Liberia, and dynamic broad portions of the Middle East[/p]
  • [p]Revised the map setup for East Africa. Added 16 new tags along the East African coast.[/p]
  • [p]Added historical Ottoman Empire monarchs past game start date along with several events pertaining to the affairs of the sultans[/p]
  • [p]Dai Nam's capital has been moved from Tonkin to Annam[/p]
  • [p]The "Oresund" State Trait now grants MAPI[/p]
  • [p]Added the "Rio Grande" State Trait to states along the Rio Grande river[/p]
  • [p]Added a new Journal Entry to enshrine technocratic rule in a country that has enacted Technocracy, along with a new ideology for the Intelligentsia that favours Technocracy[/p]
  • [p]Added an "Eastern German" culture, representing the German population of the Russian Empire[/p]
  • [p]Added an Organic Regulation law for the Danubian principalities, a variant of Oligarchy[/p]
  • [p]Added a Manorialism law for Austria and Austrian subjects, a variant of Serfdom[/p]
  • [p]Added a Crownland Diets law for Austria and Austrian subjects, a variant of Hereditary Bureaucrats[/p]
  • [p]Added the historical Treaty of Adrianople between Russia and the Danubian Principalities, with the Danubian Principalities committing to Organic Regulation and Russian military access in return for Support Independence from Russia[/p]
  • [p]Updated the population of South Tyrol to include its Italian pops, and increased its Arable Land to match[/p]
  • [p]Austria now starts with Railway technology unlocked[/p]
  • [p]Added 3 free new companies to the game[/p]
  • [p]Split the state of Silesia into two: an Upper and a Lower part[/p]
  • [p]Adjusted the state borders of Vilnius, West Prussia and East Prussia to better account for historical international borders[/p]
  • [p]Expanded namelists for several Balkan cultures[/p]
  • [p]Added historical characters to Transylvania[/p]
  • [p]Added the Ibadi religion to the game[/p]
  • [p]Added some new government types for African countries and the USA[/p]
  • [p]Historical Confederate characters in the USA get dragged to the CSA if/when it spawns[/p]
  • [p]Added dozens of new historical characters for Austria, Hungary, Serbia, and Greece[/p]
  • [p]Updated the starting map, hubs and splines of Indochina in 1836[/p]
  • [p]Added some Vietnamese and French dynamic names in Indochina[/p]
  • [p]Expanded the Nile to South Sudan via the "White Nile" State Trait[/p]
  • [p]Galicia-Lodomeria is now formable by Krakow[/p]
  • [p]Added historical clothing for National Awakening characters[/p]
  • [p]Added Lead and Gold (“Silver”) mines to Bohemia[/p]
  • [p]Changed the name of the "Stratocratic" ideology to "Hierarchic"[/p]
  • [p]Added Czech endonyms for Bohemia, Moravia, and Silesia[/p]
  • [p]Added additional German city endonyms[/p]
  • [p]Added dynamic naming for the entire Austrian Empire[/p]
  • [p]Poland is now released only in the "core" Polish lands[/p]
  • [p]Fish no longer avoid the coasts of Pattaya[/p]
  • [p]The "Bremerhaven" State Trait has been renamed to "Hamburger Hafen"[/p]
  • [p]Italy is now referred to as a Kingdom, not Empire[/p]
  • [p]Changed Haiti's starting economy and church-and-state laws to Agrarianism and Freedom of Conscience[/p]
  • [p]Changed Ferdinand I's personality trait from Arrogant to Compliant[/p]
  • [p]Croatia is now pink by default[/p]
  • [p]Updated the population of South Tyrol to include its Italian pops, and increased its Arable Land to match[/p]
  • [p]The "Reforms at Gunpoint" event may now enact a greater variety of laws[/p]
  • [p]Added a Haitian Empire flag, colour, and custom name for autocratic monarchy Haiti[/p]
  • [p]Uruguay can no longer support Tobacco & Coffee plantations, as the climate isn't actually suitable for it. The Uruguay River state trait (affecting Uruguay and Rio Grande De la Sul) now also gives a throughput bonus to ranching, and a penalty to plantations[/p]
  • [p]Significantly revised some cultures' name lists[/p]
  • [p]Created new clothing combinations for African and Arabic pops[/p]
  • [p]Changed the ideology of Franz Anton von Kolowrat-Liebsteinsky in Austria to Royalist[/p]
  • [p]Changed the alignment of the Austrian Landowners to the Pro-British lobby, and the Austrian Intelligentsia to Pro-Russian[/p]
  • [p]Changed the ideology of Edward Smith-Stanley from Traditionalist to Democrat[/p]
  • [p]Changed William Lyon Mackenzie's interest group to Petit-Bourgeoisie, and his ideology to Jacksonian Democrat[/p]
  • [p]Changed Robert Baldwin's interest group to Intelligentsia[/p]
  • [p]Renamed Frederick VI of Denmark and Christian VIII of Denmark from "von Oldenburg" to "of Glücksburg"[/p]
  • [p]Changed the name of communist Central Europe from "Union of People's Republics" to "Union of Council Republics"[/p]
[h2]Interface[/h2]
  • [p]It is now possible to choose the main menu backdrop via the theme selector[/p]
  • [p]Added a "dynamic" theme option which automatically picks a theme based on the country you play[/p]
  • [p]Added a faster way to select all themes from the base game or from specific paid content packs[/p]
  • [p]Left-aligned all texts in events to make it easier to digest and read. You can change text alignment for event options under Game -> Accessibility[/p]
  • [p]Added warnings to confirmation popups when players can potentially break alliance-like treaties[/p]
  • [p]Fixed a bug where civil war events for revolutions would appear twice in the outliner[/p]
  • [p]The tooltip of a diplomatic play in the outliner or diplomatic play panel now shows what treaties will be broken once war breaks out[/p]
  • [p]Added optional striped visuals to the Culture and Religion map modes, these should help to more easily identity minority cultures and religions in countries[/p]
  • [p]Added a list of the reworked Heritage, Language, and Traditions traits on the Culture panel and in the Culture fancy tooltip[/p]
  • [p]Added a map marker for Cultures that have a National Awakening[/p]
  • [p]Added a map marker for States that have Obstinance[/p]
  • [p]When looking at other countries pop breakdown tooltip it will now show their pop stats and not yours[/p]
  • [p]The original release version of the main menu backdrop has been brought back from the past and can be selected in the theme selector[/p]
  • [p]Added a proper notification for when an agitator spawns in your country and goes into immediate voluntary exile due to lack of a movement to create or join[/p]
  • [p]Lightened the flavor text in events to make it more readable, especially in italic[/p]
  • [p]Made the Goods icons show up more consistently with the Good's name for better recognizability in tooltips especially[/p]
  • [p]Fixed a bug in the Pop panel where a Pop's supported Political Movements were frequently not being shown[/p]
  • [p]Removed the top part of the Laws tab where the currently enacting Law was, in favor of only showing all info on the law group itself for less duplication of info[/p]
  • [p]When 'inheriting' radicals from conquered states, this is now correctly shown as the reason for those radicals being added to your total amount[/p]
  • [p]Improved tooltips for Unit Veterancy and Popularity by providing a better overview over the effects they bring[/p]
  • [p]Added new descriptions to all Citizenship laws[/p]
  • [p]Updated descriptions for No Home Affairs, National Guard, and Secret Police laws[/p]
  • [p]Revenue & Expenses in Building Weekly Balance tooltip now uses same SI format for easier readability[/p]
  • [p]Fixed overlapping names of Cultures and Religions on the Society panel when too many were shown[/p]
  • [p]Fixed missing cost breakdown for treaties[/p]
[h2]Performance[/h2]
  • [p]We have worked on a set of performance improvements which drastically cut down on the number of Pops (not population numbers) we see in the game (especially in the late game), without having a noticeable impact on how well the economy is doing. In total, we have been able to cut the late game Pop number by roughly 25% through these changes. It is essentially done by imposing some more rules for how Pops can engage in the economy to avoid fragmentation. While we haven't been able to observe any major issues with this, if you do note something related to these changes, make a save, make a report and we will take a look at it to see if we need to tweak these behaviours further[/p]
  • [p]The concrete changes are the following:[/p]
    • [p]Added a limitation to the amount of Pops that can work in a building per profession. The total amount of Pops that can be hired depends on the total amount of workforce in the building. For example the Engineer workforce of a building with only 100 workers will be composed of up to three Culture+Religion combinations, whereas in a building with 50000 engineers, you can have five combinations[/p]
    • [p]When a building fires pops, it now starts firing the smallest Pops first, rather than proportionally[/p]
    • [p]Similarly, when a building hires new people, they will prefer to hire Pops that are already present as workforce in their building[/p]
    • [p]Migrations are now done in "buckets" of at least 1k people per migration. That basically means that people wanting to migrate from a state need to gather enough people to do so and then they all leave in one go, rather than immediately splitting up into many small Pops migrating everywhere[/p]
  • [p]The AI now remembers when a country is completely uninterested in a sway offer and doesn't try to evaluate that particular sway offer for that country again for a little while[/p]
  • [p]The AI no longer bothers with evaluating sway offers for countries that would not support them under any circumstances[/p]
[h2]Modding[/h2]
  • [p]Added a new state modifier type state_allow_assimilation_in_homeland_bool which allows pops in the state to be assimilated even if the state is one of the homeland states for their culture[/p]
  • [p]Added dynamic modifier for goods to inject sell orders into the market from a state: state_sell_order__add[/p]
  • [p]Law validation during game setup is now done after diplomacy and other key factors have been initialized, to avoid throwing errors due to subjects not being set or similar[/p]
  • [p]Added new on action on_new_interest_group_leader[/p]
  • [p]Added a simpler system for creating JE event outcome descriptions using the effect system to autogenerate tooltips[/p]
  • [p]Added country_acceptance_homeland_add and country_acceptance_not_homeland_add modifier types.[/p]
  • [p]Added ACCEPTANCE_FROM_NOT_HOMELAND_COMMUNITY define allowing you to set a base acceptance for pops not in their homeland.[/p]
  • [p]Added "country__cultural_acceptance_add" modifier types and an "add_culture_acceptance_modifier" effect for changing the acceptance of a culture in a country[/p]
  • [p]Added "country_fervor_target__add" modifier types and an "add_fervor_target_modifier" effect for changing the fervor target of a culture proportional to how many of that culture lives in the country compared to the entire culture's population[/p]
  • [p]Added effects liberate_slaves_in_incorporated_states and liberate_slaves_in_unincorporated_states.[/p]
  • [p]Added new modifier type state_institution_impact_add which can be used to increase/decrease the impact of institutions in a state[/p]
  • [p]Secret goal scores in AI strategies now supports filtering triggers to avoid unnecessary calculations and improve performance[/p]
  • [p]Added new effect execute_event_option[/p]
  • [p]Added support for event outcome localization when Journal Entries are activated and invalidated[/p]
  • [p]Religions now have the following methods available to them in the UI: GetName, GetNameNoIcon, GetNameNoFormatting, GetTextIcon, GetIcon (alias: GetTexture)[/p]
  • [p]Events can now use an After = {} section The effects within this section will execute no matter which option is selected, and their tooltips will be appended to the bottom of each option[/p]
  • [p]loyalist_fraction & radical_fraction now properly recognize database object scopes when being set for filters. (i.e culture = cu:dixie)[/p]
  • [p]Scripted lists localization will now find the correct trigger key[/p]
  • [p]Added modder-facing hub validation during startup. The game will now emit errors in the error log if a state region definition is missing a hub it should have, or if it has hubs it shouldn't (such as a landlocked state region defining a port hub)[/p]
  • [p]Added movement_is_causing_obstinance trigger which checks if the scoped movement is currently supposed to be causing obstinance somewhere[/p]
  • [p]Added support in AI strategies to weight the AI for or against including a specific interest group in their government[/p]
  • [p]The is_visible trigger for laws now correctly blocks enactment of the law as well, so you do not need to write duplicate triggers[/p]
  • [p]Added script value support for liberating specific country tags to AI strategies[/p]
  • [p]Added a "getPluralDemonym" custom localisation function, which returns a plural demonym for all existing cultures[/p]
  • [p]Added console cheat fastactivism[/p]
  • [p]Merged the "Republican Unrest" and "Legacy of the French Revolution" modifiers for France[/p]
[h2]Bugfixes[/h2]
  • [p]Fixed a bug where ships could end up in a land formation[/p]
  • [p]Fixed a bug where subjects could end up both allied to and enemy of their overlord simultaneously if an uprising happens while a subject is rebelling[/p]
  • [p]Fixed a bug where low tax collection efficiency would result in Income and Poll Taxes being collected and then destroyed rather than just not being collected[/p]
  • [p]Fixed a bug where it was possible to add a Conquer State wargoal against a state already being targeted by a Unification wargoal[/p]
  • [p]Fixed a bug where it was possible to nationalize building levels owned by foreign HQs whose home countries have investment rights in the nationalizing country[/p]
  • [p]Fixed a bug where an enforced wargoal was not removed from drafted peace deals, resulting in those peace deals being invalid to propose until 'set terms to white peace' was used[/p]
  • [p]Fixed a bug in cross-country secessions where secondary targets of the uprising would get a 'Crush Secession' wargoal targeting the wrong country[/p]
  • [p]Insurrectionary countries can no longer establish companies while the civil war is ongoing[/p]
  • [p]Fixed a bug where heavily discriminated pops would end up hired as Capitalists or Aristocrats due to those positions incorrectly being downprioritized for not offering a wage[/p]
  • [p]Government petitions can no longer request the enactment of laws that cannot actually be enacted[/p]
  • [p]Fixed an out of sync from small pops being merged together in the wrong order on different machines[/p]
  • [p]Fixed an issue where the conscription ratio from popular support was incorrectly recalculated after a civil war broke out, resulting in virtually no conscription rate for some secessions[/p]
  • [p]Fixed an Out of Sync that could happen inside Economic Migration parallel calculation when hot joining[/p]
  • [p]Fixed crash when trying to set incorporated state on an non existing state when merging civil wars[/p]
  • [p]Fixed an issue with the active_law scriptlists (any\\_, every\\_, random\\_) where it was checking active and inactive laws, instead of just active[/p]
  • [p]In the notification from a treaty being withdrawn from, the articles of the treaty can now be viewed[/p]
  • [p]The Opium Ban penalty is now lifted if forced to open market via diplomatic play or demand[/p]
  • [p]Fixed a bug where democratic revolutions rebelling against autocratic regimes would not have their political parties correctly initialized, resulting in low legitimacy[/p]
  • [p]Revolutionary countries are no longer affected by Ideological Incoherence while the revolution is ongoing, putting their differences aside until the revolution is either won or lost[/p]
  • [p]Non-revolutionary IGs can no longer be part of the government of a revolutionary country while the revolution is ongoing[/p]
  • [p]Fixed an issue that caused the British East India Company to not put higher value on building certain Plantation buildings as determined by the British Dictate JE[/p]
  • [p]Fixed a bug where clicking the goto button on a local goods fancy tooltip would give a NULL object[/p]
  • [p]It is no longer possible to establish a unique company that has already been established in another country[/p]
  • [p]Heathen tax (Cizye Tax) now only applies to heathens and not fellow muslims[/p]
  • [p]Heathen tax is now counted in as poll tax and not embezzled away into the aether anymore[/p]
  • [p]Fixed an issue where certain agitators could never join pro-slavery movements[/p]
  • [p]Added starting debt to Belgium, the Netherlands, Austria, Prussia, Balkan states, and the Ottoman Empire[/p]
  • [p]It is no longer possible to demand a Treaty Port in a capital state consisting only of the port province[/p]
  • [p]Made the correct context for overlords show up when you are a subject and you look at another subject from another overlord[/p]
  • [p]Treaty Ports that are in the wrong market will now force-update on the weekly tick, fixing an issue where Treaty Ports taken via war goals could remain in their owner's market indefinitely[/p]
  • [p]Fixed an issue where some table map objects looked worse than they needed to on low quality settings[/p]
  • [p]Fixed so Convoy contribution to market as a minor member now shows how much you contribute, not what the market owner gets[/p]
  • [p]Fixed a crash in the culture tab of the society panel[/p]
  • [p]The eastern himalayas state region is no longer home to a port hub, fixing treaty names sometimes rolling this unnamed port for countries that have a presence in the state region[/p]
  • [p]The Man Who Will Be King event will now cancel properly if Josiah Harlan dies mid-event[/p]
  • [p]Fixed a bug where the Positivist Movement was displayed for non-Catholic or ex-Catholic nations[/p]
  • [p]The Risorgimento journal entry has been updated to use the new Italian National Movement[/p]
  • [p]Fixed definite article in front of company name in French[/p]
  • [p]Made the 'Inconclusive' text on past battles on the Front panel have the same fontsize as all the other battle results[/p]
  • [p]Kashmir now starts with a Hindu Devout Interest Group, that will change to Sunni if the country is annexed and re-released[/p]
  • [p]Fixed an issue where the All-India Muslim League would occasionally spawn twice[/p]
  • [p]Fixed a bug where clicking the goto button on a local goods fancy tooltip would give a NULL object[/p]
  • [p]Fixed issue with the Powerplant 3D mesh overlapping other buildings on the map[/p]
  • [p]Fixed an issue where the country and culture name didn't display properly in the "A Web of Distrust" event (Sphere of Influence)[/p]
  • [p]Fixed incorrect appearance of `j` character in one of the company names in Russian language[/p]
  • [p]Fixed a bug that was causing factory smoke to flicker[/p]
  • [p]Earning Recognition now advances properly if a country has high Standard of Living[/p]
  • [p]Fixed an issue where enacting Technocracy could fail to give a country the Enlightened Despotate government type[/p]
  • [p]Fixed an issue where "Foreign Influx Provokes Outcry" could return a null scope[/p]
  • [p]Fixed an issue where the Positivism journal entry could cause error spam[/p]
[p][/p][hr][/hr][p][/p][p]And so we reach the end of the patchnotes. 
[/p][p]For those that have games in progress, your save game will not be compatible with the new Update, so please back up your save if you want to continue it by backpatching to the previous patch (1.9.8)!
[/p][p]If you encounter any issues after today's update, please first disable all mods and ensure you're playing on a fresh save file. [/p][p]
This post contains Known Issues in 1.10, which we will update with subsequent patches. As always, please report any issues or bugs to our official bug reporting forum where we are better replaced to help you out.[/p]