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Victoria 3 – Dev Diary #172 – Seasons greetings & Hotfix 1.12.2

[p][/p][p]Seasons greetings Victorians! (And Happy Thursday for those that celebrate)[/p][p][/p][p]As we head into the winter period, with ice and snow sprinkling across the Swedish shores, we’ll take a moment after the release of Iberian Twilight to do a small look through the response to the immersion pack, a look through what we’ve dubbed ‘the autumn and winter of side quests’, hotfix 1.12.2 itself and plans for post release support for 1.12![/p][p][/p][p]Following on from our short contents list, let us begin with a sunny contrast to this cold weather, and take a stroll through Iberian Twilight![/p][p][/p][p]As I write this, and looking through the many comments about the negotiations, flavor and other areas added both in Update 1.12 and Iberian Twilight, we can safely say thank you for the extremely positive reception you have given this last update and Immersion Pack of 2025.[/p][p][/p][p]The feedback we received from betas early on in the process of crafting this content, has truly helped make this update and immersion pack the best it could be. So thank you specially to them.[/p][p]
[/p][h2]The Autumn and Winter of Side Quests[/h2][p][/p][p]In our “What's next after X?” Dev Diaries we usually outline what our main quests are that we want to handle through free updates, which we normally release after a larger update. Most recently we published an overview in DD152 after Update 1.9 alongside Charters of Commerce.[/p][p][/p][p]After tackling trade and markets in that update, which was a huge undertaking, we decided to not do as big changes in the next updates for the year - as we said to the community - and focus instead on polish, bug fixing and background prep for future updates. Just like when you’re playing an RPG, you’ve just finished a chunk of the main quest, and you head back to your home base and restock, recuperate and plan for what's next. Maybe do a little crafting and cooking, organize your loot.[/p][p][/p][p]But then you see that (!) over someone’s head, you think to yourself ‘just one little side quest’ and… yeah, you know how that goes. For us this was first Culture/Discrimination in National Awakening and now Negotiations/Amendments in Iberian Twilight, both of which weren't part of our main quests so to speak. We also picked up some other minor side quests along the way, such as the changes to elections. Oh, and all the modding upgrades and global journal entries, and…[/p][p][/p][p]Well. This wasn’t something we had planned to do, but is a result of the passion, creative spark and drive from individual team members, combined with some smart planning on our end that allowed us to get these things done within our normal production schedule. All in all, we’re quite happy with the result and judging from how well these features were received, you seem to be too![/p][p][/p][p]This rambling and metaphorical way of explaining things is really a way to explain why we haven't approached other areas in the “What's next” diary content and why we aren't updating it this time - we simply would not be able to check anything off, and our goals remain the same as they were in DD159. The next major update (1.13), will be different though, and will mark a definitive return to the main quest.
[/p][p]So what is next, then? Well, as you might have surmised from the abundance of loud foghorns over the last few months, next year will see some major updates to the naval side of the game. There will be a Dev Diary outlining the contents of Volume 3, coming in Q1 where we will tell you more.[/p][p][/p][p]And so, on to the hotfix proper, releasing at the same time as this Dev Diary!
[/p][h2]Hotfix 1.12.2 [/h2][p]Checksum `5[c]b5[/c]6[c]`[/c][/p][h2]Improvements[/h2]
  • [p]Increased the culling of agitators in the exile pool as it was easily possible to have +300 agitators at any given time sitting around in a café in Switzerland by the mid-game. This scales off character popularity and will target non-historical agitators first.[/p]
  • [p]Elections now show you the actual number of voters and voter turnout in addition to political strength shares from votes[/p]
  • [p]Removed the Filipino Mestizo Standard of Living requirement from the Advancements in the Archipelago Journal Entry (Iberian Twilight)[/p][p][/p]
[h2]AI[/h2]
  • [p]Allow Regulars to move home and temporary AI formations to merge if they are not involved in a significant war. Helps late game global empires where their armies would get stuck in far away possessions.[/p]
  • [p]Changed how the AI tags armies to make sure always one army is tagged as garrison in a HQ. Helps with late game global empires which will slowly have eroded away all their garrison to be active armies.[/p]
  • [p]Added a simplistic version of army movement for peace time to just move armies back home. Another source of why armies would get stuck in literally nowhere.[/p]
  • [p]The Carlists will now fully focus their attacks on capturing Madrid upon the start of the Royal Expedition[/p]
  • [p]Fixed an issue that made the construction AI sometimes unable to correctly detect goods shortages, resulting in not appropriately prioritizing fixing those shortages[/p]
  • [p]The AI will no longer incorporate states when they already have a bureaucracy deficit[/p]
  • [p]Added a small debug tooltip for armies which is available in debug mode
    [/p]
[h2]Balance[/h2]
  • [p]Reduced the base Sugar output from Sugar Plantations from 50 to 25[/p]
  • [p]Reduced the Sugar output from the "Automatic Irrigation" production method from 80 to 50[/p]
  • [p]Reduced the Sugar output from the "Vacuum Pans" production method from 20 to 5 and the Coal input from 3 to 1[/p]
  • [p]Reduced the Sugar output from the "Steam-Powered Mills" production method from 40 to 15 and the Coal input from 5 to 2[/p]
  • [p]Reduced the Sugar output from the "Centrifugal Machines" production method from 70 to 30, the Engines input from 2 to 1 and the Coal input from 10 to 4[/p]
  • [p]Reduced the Sugar output from the "Violent Treatment" production method from 50 to 40[/p]
  • [p]The Molds PM for Tobacco Plantations now requires some iron input and machinists and isn't always strictly better than hand-rolled[/p]
  • [p]Added a modifier to Spain's reestablished American colonies that increases their incorporation speed by 20%. This is also retroactively added to existing save games (Iberian Twilight).[/p]
  • [p]Interest Groups will no longer be willing to negotiate if their stance on the enactment would be worse than Strongly Oppose[/p]
  • [p]Reduced the requirements to complete The Two Spains to 80% progress in favor of either liberals or conservatives (Iberian Twilight)[/p]
  • [p]It is now possible for buildings to 'hire' slaves from a non-subsistence building if the slaves are disproportionate in number to other employed professions[/p]
  • [p]Reduced the Automobiles output of the "Mass Production" production method from 60 to 50[/p]
  • [p]The "National Guard Preoccupied" modifier no longer gets removed upon start of the Royal Expedition in the Carlist War[/p]
  • [p]The "Support Emperor Pedro" interaction for Portugal now increases the progress of the Brazilian Magnanimous Monarch Journal Entry by 20%[/p]
  • [p]All "Violent Treatment" plantation production methods have had their "Slave Imports" modifier increased to 10% and no longer increase for each additional building level[/p]
  • [p]Reduced the Standard of Living bonus for Slaves from the "Factory Radios" production method from 2 to 1[/p]
  • [p]The Loyalists/Radicals from Political Movements modifier from "Factory Radios" production method has been increased to 5% and no longer increases for each additional building level[/p]
  • [p]The "Lectors" production method for Tobacco Plantations now also increases the conversion rate in the state by 10%, reduced the Standard of Living bonus for Slaves from 1 to 0.5[/p]
  • [p]The "Assembly Line" production method for Automotive Industry no longer removes 500 Machinists[/p]
  • [p]Colony-type subjects must now become Dominions in order to reform out of Colonial Administration law[/p]
  • [p]Fascist movements now gain Activism proportional to their Support[/p]
  • [p]In 1.12.0 we increased the amount of blockade strength required to fully blockade a state by a substantial margin, however we also overshot a bit with our original changes. In this hotfix we are reducing the amount of blockade strength required per value of traded unit by 33%.[/p]
  • [p]Each level of Naval Base now increases blockade resistance in its state[/p]
  • [p]Reduced the amount of Fervor required by the "Integrating the Brazilian Nation" Journal Entry to 65[/p]
  • [p]The "Second Amendment" Amendment now increases mortality by 1% in non-homeland states and 0.5% per level of turmoil instead of increasing mortality by 1% in all cases[/p]
  • [p]Required Blockade Strength is now capped at 100k, to prevent late-game scaling from making it impossible to blockade some states[/p]
  • [p]The event "Carlism on the Frontier" now also adds devastation to Andalusia[/p]
  • [p]Anarchist and Communist movements now gain Activism proportional to half of their Support[/p]
  • [p]Enabled gaining more intense variants of Political Concessions in non-Collaborative Negotiations[/p]
  • [p]Increased attraction of middle- and upper-class pops to Fascist movements proportionally to the sum of the Activism of all non-marginal Labor, Communist, Socialist, Anarchist, and Nihilist movements in the country[/p]
  • [p]Increased base legitimacy gain from the Geheime Staatskonferenz, and removed the time limit on repealing it[/p]
  • [p]Loyalist pops are now substantially less attracted to Communist and Anarchist movements[/p]
  • [p]Reduced base pop attraction to Fascist movements[/p]
  • [p]The Anarchist movement no longer has a malus to urban pop attraction[/p]
  • [p]Disabled the options for Cuba to merge with Spain or Iberia in the "La Siempre Fiel Isla de Cuba" event if Spain is a player (Iberian Twilight)[/p]
  • [p]Enabled the option for Cuba to become a dominion in the "La Siempre Fiel Isla de Cuba" if Spain is controlled by the AI (Iberian Twilight)[/p]
[p][/p][h2]Art[/h2]
  • [p]Updated the Portuguese and Italian communist flags with period-appropriate symbology[/p]
  • [p]Updated the communist flags of Sardinia-Piedmont, Lucca, Modena, Two Sicilies, Tuscany, and Parma to use period-appropriate symbology[/p]
  • [p]Added medals to Spanish generals and the late-game Russian Tsar outfit
    [/p]
[h2]Content[/h2]
  • [p]Added movement activism values to most amendments, enabling movements to gain or lose activism based on the presence of amendments[/p]
  • [p]Two Sicilies and Portugal now start with the Latifundias law[/p]
  • [p]Added a starting Portuguese claim to Southern Angola[/p]
  • [p]The "Propose the Pink Map", "Incorporate Goa" and "Invest in Macao" decisions are now available for Iberia (Iberian Twilight)[/p]
  • [p]The "The Glorious Revolution", "Eye for an Eye", "A Saharan Twilight", "The Internacionalistas", "Equatorial Foothold", "Maghreb's Garden", "Além-mar Africano", and "The Pink Map" Journal Entries are now available for Iberia (Iberian Twilight)[/p]
  • [p]Iberia may now get the "Our Fortunate Regeneration" or "Economic Regeneration" Journal Entries, depending on whether it was formed by Portugal or Spain (Iberian Twilight)[/p]
  • [p]Kaurna now starts the game with the Homesteading and Consumption-Based Taxation laws[/p]
  • [p]Increased the fishing and rubber potential of Senegal and Guinea to account for the removal of Gambia[/p]
  • [p]Repealing the "Reinstated Fueros" Amendment will now immediately radicalize some Basque pops[/p]
[p]
[/p][h2]Interface[/h2]
  • [p]Made sure amendments show up on other country's Law's tooltips[/p]
  • [p]Undeveloped and available arable land are now both shown in the state panel, to avoid the mistaken impression that countries with Serfdom lost a lot of arable land[/p]
  • [p]Made a clearer separation between "Delete save" and "Delete all saves" buttons to reduce misclicks[/p]
  • [p]Fixed an issue where the acceptance score displayed for sway offers for a war goal to enforce a treaty article with an input, would ignore the input in question, giving the impression that the AI would accept a sway when they wouldn't[/p]
  • [p]Fixed an issue where completely unavailable laws would be listed in the law imposition screen[/p]
  • [p]The Latifundias law is no longer visible if one has Tenant Farmers enacted[/p]
  • [p]Made sure the correct buildings are listed in the Heavy Industry and Light Industry building group tooltips[/p]
  • [p]Added the right country's player name if that country is played by a player to the send proposal button tooltip in treaties[/p]
  • [p]Made the header texts in fancy tooltips fit better within the tooltip frame[/p]
[p][/p][h2]Modding[/h2]
  • [p]The has_amendment trigger now correctly checks for the amendment_type scope instead of amendment key[/p]
  • [p]The amendments on_activate effect will now correctly fire when added to an already active law[/p]
  • [p]Added a data function to check if the player has any potential sways against undecided countries[/p]
[p]
[/p][h2]Bugfixes[/h2]
  • [p]Fixed a crash related to IG support after civil wars[/p]
  • [p]Fixed a bug where a front could get stuck if it was in a state region shared between two countries and you were at war with both but one of them capitulated[/p]
  • [p]Fixed a bug where graphs displayed a flat line after 10 years[/p]
  • [p]Fixed two more cases where autonomous investment would insensibly spam the same building in the same location, one caused by incorrect evaluation of available workforce and the second caused by incorrect evaluation of already queued levels[/p]
  • [p]The Magnanimous Monarch journal entry will now invalidate if Portugal uses the "Restore Kingdom of Brazil" decision whilst it is active[/p]
  • [p]Fixed an issue preventing the Age of Caudillos journal entry from completing[/p]
  • [p]Fixed a bug where it was possible for insurrectionary IGs to join a party in government. They are now correctly blocked from doing so, but will not be kicked out of governing parties until the civil war starts.[/p]
  • [p]Fixed a bug where Regime Change could end up not actually changing the laws[/p]
  • [p]Fixed a bug where the revolutionary party would never disband in Single Party countries[/p]
  • [p]Fixed an issue where the expenses for buying Cuba weren't listed in the balance tooltip (Iberian Twilight)[/p]
  • [p]Fixed an issue for ‘Means of Independence’ where a modifier for Liberty Desire was at +20, reduced it to +0.2 (Iberian Twilight)[/p]
  • [p]Fixed some missing infamy calculations when targeting your own subjects with a war goal[/p]
  • [p]Spain and Carlist Spain are now properly immune to coups for the duration of the Carlist War[/p]
  • [p]Fixed an issue where Haiti would get Afro-Caribbean instead of Afro-Caribeño as a primary culture when completing the One and Indivisible Journal Entry (Iberian Twilight)[/p]
  • [p]Conservative victory in the Red Summer Journal Entry now fires "The Revolution Vanquished" event[/p]
  • [p]Fixed an issue where the dynastic coup decision would not have any effect if the monarch-to-be was already in the relevant country[/p]
  • [p]Succeeding into a personal union will no longer kill the country's sitting monarch[/p]
  • [p]Forming Iberia will no longer remove restore default clothing to Spanish and Portuguese pops and characters[/p]
  • [p]Jean/Juan III de Borbon may now spawn at the correct time, upon Henri de Borbon acceding to the French throne[/p]
  • [p]Fixed an issue with negotiations where the Lower Taxes pledge would break if you completed another pledge while it was active. Issue may still persist in affected saves.[/p]
  • [p]Fixed a bug when the army would return to the home HQ despite another front being nearby[/p]
  • [p]Fixed a bug where an annexed country could remove amendments in another one[/p]
  • [p]Fixed a bug where sometimes buildings were visually placed in the sea[/p]
  • [p]Fixed a crash that could occur when starting a game in ironman[/p]
  • [p]Fixed a bug where interest groups wanting to switch parties would sometimes become marginalized at the start of an election instead of joining their new party[/p]
  • [p]Fixed an issue that caused the "Secured Vital Port" modifier to not be applied properly in the "The Siege of Bilbao" event (Iberian Twilight)[/p]
  • [p]Central American countries will now properly gain the Age of Caudillos modifier[/p]
  • [p]Fixed an order-of-operations issue that granted the "The Most United Kingdom" achievement even if Brazil is to be couped (Iberian Twilight)[/p]
  • [p]Forming Iberia now conserves any cultures gained through the Status of the Vernacular (Iberian Twilight)[/p]
  • [p]The Portuguese culture now properly gains the Lusitanian tradition trait in the Pluricontinental event[/p]
  • [p]Historical Moroccan heirs spawn as heirs rather than rulers[/p]
  • [p]Fixed a bug where impossible amendments would appear in the negotiation events[/p]
  • [p]Fixed an issue where if a secession country would clear occupation of an invading force, it could cause errors to the control in the area making progress not possible anymore[/p]
  • [p]Fixed an issue where you could access a subject's sway offer panel even if they were not above 75 liberty desire[/p]
  • [p]Fixed a bug where a null object could stay in the construction queue when we had a construction in one country and the target state got conquered by a third party[/p]
  • [p]Fixed a bug where spawning a civil war in a country targeted by war would generate infamy[/p]
  • [p]Electoral Confidence now initializes slightly later, fixing an issue where newly-released democratic countries would start with 100% Electoral Confidence due to a divide-by-zero[/p]
  • [p]Fixed an issue in Abdication where the heir's scripted heir could succeed to the throne rather than the heir[/p]
  • [p]Fixed an issue that would prevent Portugal's ruler from becoming the Brazilian heir if the Amend Succession Laws Treaty Article was cancelled and reinstated[/p]
  • [p]Fixed an issue where the Além-mar Africano Journal Entry could fire for any country[/p]
  • [p]The Russian royal family will no longer wear infantrymen's coats after researching General Staff[/p]
  • [p]If Cuba is purchased and not annexed by the United States in the "The \\\[American\\] Acquisition\\" event, she will become a dominion rather than a protectorate (Iberian Twilight)[/p]
  • [p]Switching dynasties as France whilst the heir is a child will no longer create a permanent regency (Voice of the People)[/p]
  • [p]Fixed an issue that could lead to the "The Most United Kingdom" achievement being unlocked in the tick between Brazil becoming a personal union and it being couped by republicans (Iberian Twilight)[/p]
  • [p]Fixed very wide naval invasion planner popup appearing when you had several generals on defend order[/p]
  • [p]Fixed an issue where, when having the ruler selector game rule enabled, exiling characters on day one could spawn in unintended replacements[/p]
  • [p]If Cuba forms the Antillean Confederation while still a subject of Spain, the Independencia JE will correctly reference its new tag (Iberian Twilight)[/p]
  • [p]Fixed an issue with the Kaiserforum alternative color not lighting up during night[/p]
  • [p]Reduced flickering on Carlist Beret (Iberian Twilight)[/p]
  • [p]Added missing localization key for company regional HQ building group[/p]
  • [p]Fixed a bug where the last non-slave employees could be hired away from a building, leaving only slaves working there[/p]
  • [p]Fixed some modifiers not being properly cleared upon the end of the Carlist War[/p]
  • [p]Countries that have abolished elections will now lose modifiers that increase voting power[/p]
  • [p]Cultural movements may no longer discriminate against themselves in the "Thieves and Liars" event[/p]
  • [p]Fixed an edge-case where Negotiation could display a null amendment[/p]
  • [p]Fixed an incorrect event image in the "The Other Course" event for Austria[/p]
  • [p]Fixed an issue where the requirements for accepting cultures in the Status of the Vernacular referred to cultural acceptance rather than pop acceptance (Iberian Twilight)[/p]
  • [p]Option 3 in the La Siempre Fiel Isla de Cuba event now promotes Cuba to a Dominion[/p]
  • [p]Fixed a bug where conquering the capital could disable other global wargoals[/p]
  • [p]The Meiji Restoration will now clear the Shogun's regency[/p]
  • [p]Fixed an issue where you would lose access to the monument Journal Entries if there was a revolution in the relevant states[/p]
  • [p]Fixed a case in which using the "Restore the Kingdom of Brazil" decision could make Brazil an independent republic[/p]
  • [p]When a law is activated by an effect, such as in the case of abdication or resignation, any currently enacting law incompatible with the activated law will have its enactment canceled[/p]
  • [p]Fixed a scoping issue preventing Fascist characters from spawning[/p]
  • [p]Fixed a bug where the party to join could persist being shown in the government screen though the country doesn't have elections anymore[/p]
  • [p]Corrected loc keys in Technocracy JE and Medical Cleanliness event[/p]
  • [p]Fixed an issue that would cause the add_devastation effect to not show which state was affected[/p]
  • [p]Fixed an edge-case where an inappropriate country could get the Status of the Vernacular Journal Entry[/p]
  • [p]Fixed an issue where Leopold Kunschak was defined with an invalid ideology[/p]
  • [p]Fixed an issue where the Solitude event for Peru-Bolivia could attempt to switch Peru-Bolivia to an illegal tag[/p]
  • [p]The Great Eastern Crisis will no longer be visible to those without an interest in Anatolia, Danubia, or the Balkans[/p]
  • [p]Fixed an issue with the Torrent of Gin and Beer event where the same party could be identified as both the pro- and anti-prohibition party[/p]
  • [p]Fixed issue where again Bavarocracy JE would always make Otto psychologically afflicted [/p]
  • [p]Drastically reduced the population of Portuguese Senegal[/p]
  • [p]Switched the stances of the Carlist movement on Distribution of Power to match the Carlist leader ideology[/p]
  • [p]Peasant movements no longer count as being liberal[/p]
  • [p]Fixed the Intense to Relaxed transition for Songs of the Homeland Music (Songs of the Homeland)[/p]
  • [p]Fixed an Out of Sync in battles province weighting on Mac[/p]
  • [p]Fixed broken tooltip for add_contextless_journal_entry effect[/p]
  • [p]"The Provisional Government" and "The French Revolution" can no longer appear simultaneously[/p]
  • [p]Fixed an issue where female regents in a Sultanate could have no title[/p]
  • [p]Fixed several instances of duplicate fields in historical character templates[/p]
  • [p]Fixed an issue with oil related events that could result in a NULL_STATE if the state was transferred to a subject[/p]
  • [p]The "Magnanimous Monarch" Journal Entry will no longer get stuck if Pedro dies whilst the progress bar is at exactly 50% (Colossus of the South)[/p]
  • [p]The Philippines will now only use its war flag if either independent or in an independence war[/p]
  • [p]The "Nativist Labor Market" amendment will no longer benefit discriminated pops at the expense of fully accepted pops[/p]
  • [p]"Harka" modifiers are now correctly removed when the "Bilaad al-Siba" Journal Entry is finished or otherwise closed[/p]
  • [p]Fixed a misspelling in the description of the "One More Time" achievement (Iberian Twilight)[/p]
  • [p]Fixed a null scope in the goldrush.4 event[/p]
  • [p]Fixed a repeating error in The Opium Trade Journal Entry[/p]
  • [p]Fixed a spelling issue in the Jeffersonian ideology[/p]
  • [p]Removed a duplicate instance of Sándor Petőfi[/p]
  • [p]Fixed a typo in the Turanian Scourge event[/p]
[p][/p][p]Previous Patchnotes[/p][p]1.12.0 | 1.12.1[/p][p][/p][hr][/hr][p][/p][p]Now with the hotfix out, what are our plans for Post release support? Currently, with the reduced capacity thanks to the holiday season we won't have a normal hotfix available this side of the year.[/p][p][/p][p]But, we do have key people around for Opt in beta hotfixes if the need arises from critical issues and can release them to the Steam Beta branches, as we did before with previous releases e.g over the summer. Then next year, when we are back from holidays, we are available once more refreshed, revitalized and able to hotfix if needed.[/p][p]
So, that is us for now! We hope you have a continued good time with Iberian Twilight and a wonderful holiday season. We will be off on holiday now, but will see you again in the New Year around the end of January for our first dev diary of 2026![/p]

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

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

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

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

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

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

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

Songs of the Homeland now on music platforms!

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