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Victoria 3 News

Yes, Paradox are aware that a “barrage of DLCs” can scare away new players, for all their bundles and discounts


If you’ve ever intrepidly looked up a Paradox game, seen a million DLC expansions on the Steam page, and fled screaming into the woods, rest assured that Paradox have you in their eye. It’s doubtful they’re going to change anything about their broad DLC strategy, mind, but they’re aware that some players may feel reluctant to purchase older Paradox games that have dozens of add-ons.

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Victoria 3 - Dev Diary #173 - Free Updates Overview for Volume 3

[p][/p][p]Exuberant Thursday! It is once again time for a Dev Diary, and once again time to revisit the ‘What’s next?’ plans, which we last did in Dev Diary #152. This time, however, we’re going to do a slightly different spin on the concept, as foreshadowed by the name of this diary. In the last dev diary before the winter break I talked about how the second half of 2025 was the ‘Autumn and Winter of Side Quests’, and as a result the things we did get done were mostly not points from the ‘What’s next?’ plans.[/p][p][/p][p]While this means we don’t have much to show in terms of ‘Done’, what it does do is present a golden opportunity to restructure these dev diaries to be more transparent about what we’re aiming to accomplish in the next few updates, and to clear off points like ‘add more unique flavor to countries’ that are never actually going to be properly done since we’ll never stop doing that.[/p][p][/p][p]This invariably means that a number of points that were present in the previous iteration of our plans will be removed, but it also means that for the points that we do list, the aim is now to get them done over the course of Expansion Pass 3 (now known as “Volume 3”), giving you a much better idea of when you can expect certain features to be added to the game. Plans can still of course change and we might not be able to get everything we want done over the course of the Volume, but we’ll try our best! [/p][p] [/p][p]The plan is to have one of these dev diaries at the start of each Volume outlining our plans, one somewhere in the middle updating you on how it’s coming, and one at the very end for how it all turned out. So there will be two more updates for Volume 3, then a DD like this one for the start of Volume 4, and so on.[/p][p][/p][p]We’re also changing the structure of the categories slightly. The ‘Historical Immersion’ category is getting axed, as it is the prime offender for points that are really just something we continue to work on every single patch. Instead, we’re replacing it with an ‘Economy’ category. Any actual valid points related to Historical Immersion will be placed in ‘Other’ going forward.[/p][p] [/p][p]The statuses have been similarly simplified, and will now be as follows:[/p]
  • [p]Planned: This is planned to be done at some point during the next Volume (Volume 3 in this case).[/p]
  • [p]Updated: This has received work in at least one already released update for the current Volume, but more work is planned before the Volume is over.[/p]
  • [p]Done: This is done for now and no further major work is planned on it for the current Volume.[/p]
[p][/p][p]Before moving on to the details I will just remind you that we will still only be talking about improvements, changes and new features that are part of planned free updates. I will also remind you that this is not an exhaustive list of the things we are going to do, just the main notes we want to hit over the course of the next Volume. This also means that the list will be exclusively points we’re aiming to hit in Volume 3. All points present in older infographics are still things we’re intending to do, but will come in future Volumes.[/p][p]
[/p][p][/p][h2]Military[/h2][p]Planned:[/p]
  • [p]Make generals/admirals into more meaningful and noticeable actors in countries and reduce the micromanagement of large numbers of commanders.[/p]
  • [p]Make sure that supply is an important and meaningful part of the military system that can win or lose you wars.[/p]
  • [p]Make navies more important for projecting global power and securing control of coasts.[/p]
  • [p]Turn individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.[/p]
  • [p]Improve naval combat and make it mechanically distinct from land combat.[/p]
[h2]Economy[/h2][p]Planned:[/p]
  • [p]Make Qualifications into a more impactful system and improve the logic & UI for building hiring/firing to be more consistent and transparent.[/p]
[h2]Diplomacy[/h2][p]Planned:[/p]
  • [p]Rework the War Exhaustion system from one where a single uncontrolled war goal can stalemate wars towards one where war goal control and war outcomes are more dynamic and interesting (and much less frustrating).[/p]
  • [p]Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building[/p]
[h2]Internal Politics[/h2][p]Planned:[/p]
  • [p]Turn legitimacy into a more interesting mechanic, where the strength of a government depends on their successes and failures, and highly legitimate governments can’t simply be ousted at a whim but have to be undermined first.[/p]
[h2]Other[/h2][p]Planned:[/p]
  • [p]Improve the way we simulate important historical conflicts such as the Opium Wars to make them play out closer to the way they did historically.[/p]
[p] [/p][p]That’s all for this most Salubrious Thursday! Dev diaries will now be on break again, but information about the contents of Volume 3 will put in an appearance sometime in the early spring, after which we’ll pick things back up and start digging into the details of the next update. See you then![/p][p]
[/p]

Hotfix 1.12.4 is now LIVE! - Not for Problem Reports!

[p]Hello Victorians.[/p][p][/p][p]We have a small hotfix today addressing a few issues, including a crash which could cause save game corruption and some infamy related issues.[/p][p][/p][p] We have also reverted one improvement from 1.12.2, where Iberia would inherit the Old Empire Journal Entry upon creation as it wasn't working correctly in its current state and needs more extensive work to function properly. We will address it in 1.13 instead.[/p][p][/p][p]As previously mentioned in 1.12.3, we will have a dev diary at the end of January, which happens to be today, so look out for that in a couple of hours time! [/p][p][/p][p]Otherwise, check out the full patchnotes below. Checksum is `19ff`.[/p][p][/p][p]As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.12 with any fixed issues![/p][p][/p][p]The following changes have been made to the game compared to 1.12.3:[/p][p][/p][h2]Content[/h2]
  • [p]Reverted the ability for Iberia to inherit the "The Old Empire" Journal Entry on account of requiring substantial changes to work properly, we will look into an appropriate solution for 1.13[/p]
[p][/p][h2]Bugfixes[/h2]
  • [p]Fixed a save game crash caused by trying to show invalid revolution map objects, which could also result in corrupted save files[/p]
  • [p]Fixed an issue with Windows "Smart App Control" blocking game executable[/p]
  • [p]Infamy discount modifiers for diplomatic plays against unrecognized countries no longer apply for countries that are unrecognized themselves[/p]
  • [p]Fixed an issue where infamy from war goals was refunded twice in certain conditions when capitulating[/p]
  • [p]Fixed an issue where a war goal targeting a country would not be removed when that country switched sides in a diplomatic play[/p]
  • [p]Fixed a bug where some commanders didn't count their units towards Two Spains JE Liberal/Conservative progress[/p]
[p][/p][p]Previous Patchnotes[/p][p]1.12.0 | 1.12.1 | 1.12.2 | 1.12.3[/p][p]
[/p]

Hotfix 1.12.3 is now LIVE! - Not for Problem Reports!

[p]Happy New Year Victorians!

Welcome to 2026! We have a hotfix fresh out of the developer forge today, featuring the contents of 1.12.3’s Opt in Beta and a variety of other fixes, improvements and other balance changes.

Also, as we said in the last dev diary of 2025, we will have our first dev diary of 2026 at the end of this month, written by Martin - the subject will be revealed with the diary itself.

This is our final planned hotfix for 1.12 as we shift over to future content, which we will share with you in Q1 of this year.

Check out the full patchnotes below. Checksum is `8825`.

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]If you are on the 1.12.3 Opt in Beta and want to use this new hotfix, please remember to change your beta setting to 'none' in the Steam Beta section![/p][p]
The following changes have been made to the game compared to 1.12.2:

[/p][h2]Improvements​[/h2]
  • [p]Upon researching Corporatism, the stances of the Carlist and Miguelist ideologies will change to support Agrarianism and Interventionism, and less intensely disapprove of non-Autocracy distribution of power laws[/p]
  • [p]The Two Spains Journal Entry may now be retained after forming Iberia as Spain[/p]
  • [p]Carlist, Miguelist, Legitimist, Catholic Fundamentalist, and Catholic Rights movements will now experienced increased Activism if their owner country has poor relations with the Papal States[/p]
  • [p]Reinstating the Basque Fueros as the Carlists will now add a Basque primary culture to Spain. Revoking this amendment will remove the primary culture.[/p]
  • [p]The "Ausgleich" event for Austria will no longer annex a player Transylvania without warning; rather, it will make Transylvania into a Hungarian subject[/p]
  • [p]The Spanish State Religion law at game start now has the State Anti-Clericalism amendment[/p]
[p]
[/p][h2]AI​[/h2]
  • [p]Fixed an issue where the AI would sometimes not deploy garrisons to fronts in adjacent HQs, even if failing to do so threatens the overall theater they are stationed in[/p]
  • [p]AI Liberal Spain will be now be much less willing to pursue the Reconquista[/p]
[p]
[/p][h2]Balance​[/h2]
  • [p]The Claim Greater Khorasan button for Persia will now add claims on Turkmenia and Merz[/p]
  • [p]When Interest Groups want to leave a party, they will no longer do so instantly but rather at the start of the next election, except in cases where their membership is no longer valid (for instance due to law restrictions)[/p]
  • [p]The traits of Interest Groups whose clout would make them marginalized will now only have half the effect if they remain Influential for non-clout reasons (such as being in a party)[/p]
  • [p]Interest Groups that are supported by less than 2% of the population and whose clout would make them marginal will now leave any party they are part of (and thus become properly marginal)[/p]
  • [p]The "The Good Mother" event for Portugal now typically fires in November of 1853, rather than January[/p]
  • [p]Moved the point at which Carlists and Miguelists become willing to participate in electoral politics from Political Agitation to Corporatism[/p]
  • [p]Removed negative tax revenue modifier from the Individual Redemption Payments amendment[/p]
  • [p]Pursuing the Reconquista of the New World as liberal Spain will now cost more infamy[/p]
[p]
[/p][h2]Content​[/h2]
  • [p]Added a new event and wargoal for Portugal to restore the Union with Brazil in the case of a Republican coup[/p]
  • [p]After completion of the Carlist War Journal Entry, we now also move the market capital to Madrid[/p]
  • [p]Added Antônio Carlos Ribeiro de Andrada as a starting Intelligentsia leader for Brazil[/p]
[p]
[/p][h2]Interface​[/h2]
  • [p]Goods expenses for construction is now split into private and government construction[/p]
  • [p]Fixed issue where UI was lying that goods from modifier (like the Carlist small arms) were available in market even though market access of state was zero[/p]
  • [p]Fixed issue where UI would list buy orders as sell orders in interface for goods from modifiers[/p]
  • [p]Building options in the production lens are now always fully alphabetically sorted[/p]
  • [p]Confirmation tooltips for actions that could cause a coup will now longer go off screen[/p]
[p]
[/p][h2]Bugfixes​[/h2]
  • [p]Fixed the infamy reduction for transfer money article enforcement that could result in 0 infamy against big nations (Thanks to player Gaspote)[/p]
  • [p]Fixed a bug when battles could be unable to start[/p]
  • [p]Fixed an issue where infamy values for Regime Change were calculated incorrectly, resulting in too low values[/p]
  • [p]Fixed an issue that caused several war goals to default to their infamy minimum value[/p]
  • [p]Fixed the Unstable Raj timer not updating upon Presidency Stability declining below 225[/p]
  • [p]Characters will no longer launch coups against law enactments that they support[/p]
  • [p]Fixed an issue where a coupist general could create a government with no Interest Groups[/p]
  • [p]Fixed a bug where the Revoke All Claims wargoal would be instantly invalidated, resulting in the wrong wargoal being used for secessions[/p]
  • [p]Fixed a bug where requirements for repealing amendments had disappeared.[/p]
  • [p]Emperor Pedro of Brazil now only starts the game as immortal if Colossus of the South is active[/p]
  • [p]Fixed a bug where agricultural buildings such as farms and ranches would not get cash reserves[/p]
  • [p]Fixed a bug where it was not possible to nationalize without compensation unless you had the money for compensation on hand[/p]
  • [p]Added trigger localization to the amendment_geheime_staatskonferenz amendment that was missing[/p]
  • [p]Fixed an issue that would cause the Modernisation Movement to pre-emptively switch ideologies, possibly locking AI countries into Peasant Levies[/p]
  • [p]Fixed an issue that led to the Yankee and Dixie cultures losing their Small Arms obsession upon the monthly tick[/p]
  • [p]Fixed a bug where adding a Liberate Country wargoal made the Conquer State wargoal unavailable even when not targeting conflicting states[/p]
  • [p]Fixed an issue where the ruling party would continually reform and disband under Single Party State[/p]
  • [p]Fixed a bug where Financial Districts and Manor Houses under Cooperative Ownership would pointlessly invest into foreign buildings that would then get collectivized[/p]
  • [p]Meiji Restoration events for Japan will no longer select Japan as the relevant foreign country[/p]
  • [p]Fixed a bug where buildings would sometimes try to pointlessly privatize themselves under conditions where they are able to self invest (such as Guild System)[/p]
  • [p]The "The Emperor's Regency" event for Brazil will now properly fire at game start[/p]
  • [p]Fixed a bug where unraised conscripts in a formation counted towards maximum manpower[/p]
  • [p]Fixed a possible NULL_OBJ in the Abdication and Resignation tooltip[/p]
  • [p]Fixed a crash during the disbanding of a company with a colonization charter[/p]
  • [p]Fixed a random crash when calculating a political strength of a pop[/p]
  • [p]Fixed a misplaced variable that could erroneously grant the Regeneration achievement if the Economic Regeneration journal entry timed out without making use of any creative accounting[/p]
  • [p]The Carlist Movement for Spain will no longer launch a second Carlist War whilst the first is still ongoing[/p]
  • [p]Fixed an issue where the african beard gene could get duplicated causing error spam and fps drop[/p]
  • [p]Fixed a bug where Treaty Port status would not get cleared correctly when a Treaty Port is annexed, leaving a state with 0% market access behind[/p]
  • [p]Fixed the abandon_revolution effect so that it properly removes targeted IG from a growing revolution[/p]
  • [p]Fixed a bug where sometimes the independence war goal wouldn't save in the game[/p]
  • [p]Timing out the "Bilaad al-Siba" Journal Entry for Morocco now removes the State of Anarchy state modifiers[/p]
  • [p]Fixed a bug where the cut down to size diplomatic demand was not possible to start through the interface[/p]
  • [p]Fixed a bug in the Carlist/Legitimist succession script which could spawn multiple clones of the same claimant, rather than a single claimant capable of inheriting both thrones[/p]
  • [p]Fix a bug where Trade Potential could sometimes incorrectly show up as a negative value when constructing Trade Centers[/p]
  • [p]Fixed a bug where the wrong alliances would be broken when declaring neutrality[/p]
  • [p]Fixed a bug where the election fraud event would not fire on the first election[/p]
  • [p]Added STATE_ENTRE_DOURO_E_MINHO, STATE_OLD_CASTILE and STATE_MURCIA to iberian_treaty_ports, requirements missing for The Western Protectorate achievement[/p]
  • [p]Fixed several events that couldn't fire due to incorrect trigger scopes[/p]
  • [p]Prevented the "Independence Day" event from briefly popping up as Cuba if the Carlists win the Carlist War[/p]
  • [p]Fixed a bug where oncreate effects for create_character could sometimes run twice[/p]
  • [p]Fixed an issue that caused Jose Rizal to be unable to spawn (Iberian Twilight)[/p]
  • [p]Fixed an issue where Pedro of Portugal could erroneously die if made the heir to Brazil in 1853[/p]
  • [p]Fixed an issue that caused stacking of multiple iterations of the "Setting Up Election System" modifier upon switching between Distribution of Power laws[/p]
  • [p]Fixed a bug where it was not possible to sign a renegotiated treaty if the can_ratify check failed for old, unamended articles, making it look like the AI was declining the renegotiation[/p]
  • [p]Fixed a misplaced adjacency line between Zulia and the Dutch Caribbean[/p]
  • [p]Fixed an issue in "The Status of the Vernacular", which incorrectly radicalised French pops for Spain[/p]
  • [p]Fixed a bug where having enacted/not having enacted NULL_OBJ could show up in law enactment tooltips due to checking against law groups that are not valid for the country (such as caste system)[/p]
  • [p]Fixed a bug where localization was missing in the map tooltip for diplomatic actions involving making subjects[/p]
  • [p]Fixed a bug where place holder text was shown to the player in the market panel[/p]
  • [p]Secessionist Interest Groups can no longer launch a coup[/p]
  • [p]Fixed a possible repeating error in military formation script[/p]
[p]
Previous Patchnotes
1.12.0 | 1.12.1 | 1.12.2[/p]

With its reputation finally repaired, grand strategy game Victoria 3 is making "a definitive return to the main quest"

It's been a good year for Victoria 3. The 19th-Century grand strategy game struggled hard to match up to its beloved predecessor at launch, but it's been walking a long road to redemption. The past few months in particular have been big winners; following the success of its big Sphere of Influence expansion and Charters of Commerce DLC, the most recent drop has likewise landed to a warm reception. Both Victoria 3 update 1.12 and the Iberian Twilight immersion pack are doing very well for themselves, and recent Steam reviews sit at 88% positive, helping pull its overall rating out of the dreaded 'mixed' range. Now, developer Paradox says it's ready to "return to the main quest" as we move into 2026.


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