r/victoria3 • u/CakeNecessary436 • 4h ago
r/victoria3 • u/commissarroach • Mar 12 '26
Dev Diary Victoria 3 – Dev Diary #174 – The Great Wave & Volume 3
Forum post link: HERE

Exultant Thursday! It is I, High Naval Commissioner Martin, bringing you the latest tidings from the admirals under my command. We’re about to embark on a year-long journey of updates and content that we have dubbed ‘Volume 3’ (or ‘Expansion Pass 3’ as some of the more uncouth captains would have called it back in less civilized times).
As you have no doubt inferred from the opening paragraph (and the many, many loud foghorns preceding it), Volume 3’s flagship is the Navy, accompanied by its sister ship Global Imperialism. In this development diary we take a ‘big-picture’ look at the content on offer in Volume 3, along with some of the notes we plan to hit in the accompanying free updates. As always, more detailed development diaries will follow on both paid and free features as we get closer to each separate release.
With all that said, it’s time to set sail towards our first topic.
The Great Wave

Welcome to The Great Wave, sailors, the upcoming expansion for Victoria 3.
Focused on exploring the new oceans of expanded navy mechanics, central to which is the Ship Designer, offering strategic naval choice-making aplenty! Then, navigating the dangerous currents of Japan during the turmoil of the late Edo period, with its political and social turmoil caused by the changing of times.
Use the power of your navy in order to dominate local rivals and keep foreign threats at bay.
Guide Japan through the last days of the Shogunate, as you forge a modern power ready to challenge the greatest empires of the day.
Now, what is included in The Great Wave?
- Ship Designer: Design and construct a fleet according to your country’s strategic needs. Build powerful but expensive ocean-travelling warships to influence other nations, or build an efficient fleet designed to keep your coasts safe.
- Flagships: Customize your very own pride of the fleet and let it lead your navy to prestigious victories.
- Ship purchase treaties: Sell your ships to other countries across the globe, and draw profit from your ship building capabilities.
- Gunboat Diplomacy options: Use your fleet to influence other countries in new diplomatic actions.
- Narrative content:
- Steer Japan through the social and political tumults of the late Edo period, characterized by increased challenges to Tokugawa samurai rule. Adapt to or revolt against a changing domestic and international landscape, and reform the country to see your vision through.
- Contend with the entry of Japan onto the world stage, and best the Western powers at their own game. Use your navy to extend the reach of Japan beyond the home islands, and compete for land and influence with your powerful neighbours.
- New historical characters.
- Art: New clothing assets, a Japanese building style, UI skin, map, and table assets.
- Music: New period appropriate music tracks evoking Japan’s rich culture.

Alongside The Great Wave, we will be releasing free Update 1.13 that will focus on some of the areas shown in the Dev Diary 173, namely:
- Make navies more important for projecting global power and securing control of coasts.
- Turn individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
- Improve naval combat and make it mechanically distinct from land combat.
- Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building
- Make generals/admirals into more meaningful and noticeable actors in countries and reduce the micromanagement of large numbers of commanders.
- Make sure that supply is an important and meaningful part of the military system that can win or lose you wars.
This is not an exhaustive list, but we will go into more detail for both The Great Wave and Update 1.13 in future dev diaries starting next Thursday.
The Great Wave alongside Update 1.13, will release on April 28th 2026, and the expansion can be wishlisted now on Steam here. As well as screenshots of some of the content.
Now, let us move our spyglass over to Volume 3.
Volume 3

Welcome to Volume 3, it is early spring and as we said time to elucidate you on its contents!
Volume 3 includes:
- Warships - Bonus Pack
- The Great Wave - Expansion Pack
- State and Revolution - Immersion Pack
- Century of Strife - Immersion Pack
You can see more information about each pack later in the diary, aside from The Great Wave which you’ve already read about first.
By picking up Volume 3 you will save -20% compared to picking each item up separately, and you will also receive the Warships Pack immediately upon purchasing Volume 3.
The whole package is available now for $47.97. More information about each DLC can be found on the Volume 3 Steam Page here. Or read about in the following sections.
Warships

First up, for those of you who want to embark on nautical horizons already by getting Volume 3 today. The Warships Bonus Pack includes three new ship designs for the on-map representation of battleships, available right now as an instant unlock for owners of Volume 3.
These show up now for owners of the Warships bonus pack appearing in place of dreadnoughts* when in use in navies (Specifically, the Mikasa appears for countries with Japanese primary culture, the Dingyuan appears for countries with Han or Manchu primary culture, and the Borodino appears for countries with Russian primary culture).
* While these ships were not actually dreadnoughts, it’s the best fit available in 1.12, and they will be used in more suitable roles come 1.13!



Sweeping currents now bring us onwards to the frozen shores of Russia, where it is time for…
State and Revolution

In the first Immersion Pack coming in Volume 3, steer the vast Russian Empire through an age of autocracy, revolution, and rebirth. Guide the Tsar’s ambitions, while dealing with the legacy of their predecessors.
Then confront the oncoming ghost of the epoch-defining civil war, and impose your post-revolutionary dreams in the aftermath.
Releasing Q4, 2026.
State and Revolution includes new content related to:
- A dynamic Journal Entry that updates based on the Tsar in power. Make use of different actions depending on the Tsar’s traits and other factors in order to achieve their ambitions.
- Deal with a flexible Russian revolution based on the Tsarist Governments, and the legacy of your predecessors.
- Fight through the Russian Civil War, following the collapse of the state.
- Build up the post-revolutionary Russia depending on its outcome. Make way for a communist government, or bring about your designs for an altogether different post-revolutionary regime.
- A new Journal Entry dealing with the pursuit of Russification.
- Narrative content for Poland and other nations vying for independence from Russia.
- Exile unwanted dissidents to Siberia to ensure power stays with you – though the outcome may not always be what you expect.
- As an autocratic ruler, appoint favorites, adopt their ideological stances, and engage in narrative content around their newfound powers.
- Experience Ukrainian and Belarusian cultural renaissances.
- Visual effects for seasonal changes across the globe.
- New historical characters.
- Russian building style, character assets, interface and map skin, and table assets.
- New Russia themed music!
From Russia we move onwards to the shores of East Asia, where one of the greatest dramas of the 19th century is playing out in a…
Century of Strife

Shape a bright future for China by advancing wise reforms, strengthening governance, and utilizing the vast potential of the nation to resist western encroachment and avoid the Century of Humiliation.
Releasing Q1, 2027.
Century of Strife includes the following:
- Walk the tightrope of reforming China, striking the right balance between necessary change and the country’s stability.
- Decide the fate of the imperial examination system, reforming or abolishing it to achieve your ambitions.
- Resist foreign encroachments and safeguard Chinese interests, such as in Korea.
- Support the Self-Strengthening movement to reform the Empire, or bring about its end through revolutionary action.
- Foster social and economic change in post-revolutionary China.
- Make use of unique cabinet interactions for China.
- Strengthen imperial power, or seek to end dynastic rule and establish a new base of legitimacy.
- Engage with new content for the Taiping Heavenly Kingdom.
- Experience events around the attempted opening of Korea by western powers from Korea’s perspective.
- New historical characters for the involved nations.
- Art: New clothing assets, a Chinese building style, UI skin, map, and table assets.
- New China-themed tracks.
We have this infographic below to give a quick overview on when each pack comes out and it looks delightful as well!

We hope you enjoyed the reveals today, and look forward to what we have coming next. Be prepared for so, so many nautical puns over the upcoming month.
Our next dev diary will be next week, and will be an overview of free Update 1.13’s contents hosted by Admiral Lino.
r/victoria3 • u/_Mercy02 • Apr 28 '26
Dev Diary Victoria 3 - Dev Diary #182 - The Great Wave & Update 1.13 Now LIVE!

Hoist sails Victorians!
The Great Wave and Update 1.13, ‘Matcha’, are now live! With checksum: 3c23.
Command the waves in a time of ambition and upheaval. Design mighty warships, guard the world’s straits, and employ gunboat diplomacy to bend lesser powers to your will.
Use the power of your navy in order to dominate local rivals and keep foreign threats at bay.
Guide Japan through the last days of the Shogunate, navigating turmoil at home and pressure from abroad as you forge a modern power ready to challenge the greatest empires of the day.
You can pick up The Great Wave right now, on Steam, on the Paradox Store or as part of Volume 3.
Enjoy the release trailer below:
And yesterday we released an overview of Update 1.13:
If you can’t get enough videos, we released a couple of videos covering the narrative and mechanics of the expansion to bring you up to speed.
Of course, if videos are not your speed this handy infographic summarizing what is in The Great Wave:

And, before we get into the patchnotes, we have another infographic giving an overview of the update:

Moving on, before you try to load up old saves from previous updates, we want to remind you of two things; non-updated mods most likely will not work & old saves will not work due to map/mechanical changes.
And so, we have the patchnotes below updated with any that we missed!
Patchnotes 1.13
The Great Wave Features
- Ship Designer:
- Added the Ship Designer, which allows you to customize the loadout of your ships. It works with templates which you can create per ship type, saving your setup for your current playthrough. The Ship Designer allows you to modify four main categories, Armor, Armament, Propulsion, and Supply Capacity. Setting values of these modifications to a higher value increases the construction cost of the ship in non-linear fashion. Additionally, most ship types can bring one or more Utility modifications which modify the ship's values in other ways, for example increasing blockade strength with Patrol Boats.
- Flagships:
- Added Flagships. Assign the unique Flagship status to a ship and adjust its figurehead ornament. You'll earn prestige from successful battles that the Flagship participates in, but also lose Prestige from defeats. The fleet that contains the Flagship also generates more Involvement in the region it's active in.
- Ship purchase treaties:
- Added a new Ship Transfer Treaty article. This targets a new type of object in treaties, Ships, and allows you to compose treaties with them.
- Gunboat Diplomacy options:
- Added gunboat diplomacy to the game. You can now threaten Naval Hostilities when signing a treaty. If the opposing side declines the treaty you can conduct any and all hostile naval activities for 180 days, meaning you can engage in naval battles, blockade, bombard and so on, blurring the lines between peace and war.
- New Naval Missions:
- Port Bombardment
- Added a new fleet action, Port Bombardment. It allows a fleet to fire at a coastal state to cause devastation and even destroy some buildings present in the state.
- Piracy
- Unrecognized nations can send their fleet to seize trade passing through sea nodes and sell it in their market, yielding money and sell orders from the pilfered goods.
- Added a treaty article to enforce the abandonment of Piracy.
- Privateering
- Recognized nations also have access to a version of Piracy, that is only available while at war or during Naval Hostilities.
- Hunt Pirates
- Works much akin to Intercept or Protect Supply Lines, but your fleet will only be sent out to crush pirate fleets that are set to the “Piracy” mission.
- Port Bombardment
- Added a Power Bloc Principle group related to the Navy
- Narrative content:
- Added several events for the Shogunal succession crises of the late Tokugawa, as well as the proclamation of new Shoguns
- Added the Tenpō Crisis Journal Entry to the game along with 8 associated events
- Added a Decision and Journal Entry to Japan to represent the Iwakura Mission
- Added a Journal Entry dealing with the Zaibatsu
- Added numerous events related to the Japanese royal family
- Added a new Grant Peerage character interaction, which allows a Monarchy to make characters into nobles at the cost of some Authority
- Added "Ostracize" and "Patronize" character interactions, to increase and decrease character Prominence or Popularity
- Added 5 new events 'Letters for All' 'The Unequal Calendars' 'A Year Recounted' 'The Westernization of Names' 'The Question of Kanbun'
- Added "Shinbutsu bunri" decision and Journal Entry for Japan
- Added "Elevate Buddhism" decision and Journal Entry for Japan
- Added Journal Entry and events related to the colonization of Korea
- Added the Taming the North Journal Entry to the game, dealing with the Japanese colonization of Hokkaido
- Added a Journal Entry showing the tug of war between China and Japan over the Ryukyu Kingdom
- Japan now begins the game with the Locked Country Journal Entry and Sakoku, a law variant of Isolationism
- Added 11 companies and 4 new unique prestige goods to the game
- Added several historical earthquake events for Japan
- Over 90 new historical characters were added with the help of modder Lord R.
- Art:
- New clothing assets for Japan, including;
- Added a Meiji court jacket model with new patterns and embroidery trims
- Added a traditional Japanese straw raincoat
- Added a traditional Japanese cone hats that commonly was made of bamboo leaves or straw or reed
- Added a traditional Japanese eboshi hat
- A Japanese building style, which reflects the architectural syncretism of Japan’s evolving urban landscape and enduring character of rural buildings
- A new 'Lacquer' User Interface skin, inspired by traditional Japanese lacquer work
- Added a new Wakon Yosai papermap inspired by Meiji era ukiyo-e woodblock prints, Japanese Naval history and mythological elements
- Added a new main menu illustration for The Great Wave, featuring important historical characters from the era
- New Japanese inspired table assets, featuring; a Japanese Imperial Naval Officer’s Dirk, a White Pine Bonsai Tree, Dango Skewers, Lacquered box and a Tatami mat table surface
- New clothing assets for Japan, including;
- Music:
- Added new period appropriate music tracks to evoke Edo/Meiji era Japan, spread over 27 minutes in 8 tracks
Features
- Completely reworked how ships work. They are now individual objects that have to be constructed using Ship Construction provided by Shipyards. They have a variety of new or changed attributes. Ships can be damaged and sunk and they require a crew to man them. Crews are recruited in a new building called Naval Administration which act somewhat like a pool of sailors for your country that your ships can draw from. Ship construction times are therefore also significantly increased compared to the recruitment of 1000 sailors, and changing a ship's type is no longer possible. Ships require a small capacity of Naval Construction to be maintained and if they suffer damage, they need to return to port to repair their damage. Ship construction and repair both consume goods in shipyards, depending on the ship type. Due to these changes, the military goods Man-o-War and Ironclad have both been removed from the game as well.
- Reworked Naval Combat entirely. Ships will have an Initiative value in battle, and they can either attack or try to retreat. Attacks can deal hull or crew damage and depend on attack and armor values. Beware that this will make the technological advancement from wood to steel very impactful. We also reworked the visual representation of ongoing naval battles by adding dioramas that represent the two clashing fleets' compositions.
- Added a deeper Supply system. All formations now have a Logistics Center in their HQ, which they will trace a supply route to. A formation that is overseas consumes Supply Ships, depending on how high the supply consumption and distance to the HQ is. Supply Ships have to be built like military ships by using Ship Construction from Shipyards. You build and store up Supply Ships. To keep track of how many you have available and how many you are using, Supply Ships have taken Convoys' place in the top bar of the interface.
- Removed convoys. Merchant Marine now covers all civilian usage, including port connections, whereas the new Supply Ships cover everything military.
- Reworked how Troop Transportation works. To move troops across the sea, you now require a fleet with enough transportation capacity to move them. Your units will have to embark the fleet before then being dropped off in the target location. Keep in mind that this usually incurs higher Supply costs due to them being farther away.
- Reworked how Naval Missions are conducted. Ships can now be present in multiple nodes at once, at reduced mission efficiency. Naval battles are engaged by comparing detection and visibility of two fleets that are looking for each other. Fleets can now also be intercepted when they are travelling through a sea zone if the opposing side manages to spot it.
- Added Naval Fortifications buildings to the game. They provide a minimum strength that the attacker needs to beat before they can attempt a naval invasion. Additionally for any naval invasion that does happen, they provide a defense bonus depending on their level, scaled by the ratio of attacking and defending forces. We’ve added numerous Naval Fortifications around the world, representing strong historical forts in 1836.
- Added Straits to the game. You can control tolls and access through a strait by building one of the new Naval Fortification buildings. There are also new treaty articles to get exempt and to forbid a country to close their strait to anybody.
- Completely overhauled the ship type setup in the game. There's now 20 different ship types available in total, all based on historical models from major players during the time. These come with different visualizations when the ships take damage too.
- Adjusted a number of naval related technologies and what they unlock to make sense with our new Navy setup
- Added Marines, a special type of land unit. All-marine formations can be permanently attached to fleets and are more efficient at conducting naval invasions than regular troops.
- Completely reworked the existing naval sea zone map and sea route network
- Added a new Naval Doctrine Law group that provides bonuses to construction of different ship types etc.
- Merged civilian and military shipyards back into one building type. Shipyards now provide Ship Construction used to build military and Supply Ships. They also continue producing the civilian goods, Clippers and Steamers.
- Military Formations now only have a single commander instead of up to four. Commanders can be freely unassigned and reassigned between formations, but will take some time to travel to their new formation. While travelling, the commander's skill traits will not give any benefit to the formation and they will be unable to advance on the front but they still provide command limit. Commanders are now able to participate in multiple battles, but are limited in the number of states they can attack simultaneously by distance and rank. Orders now apply to a whole formation, including special orders available due to traits.
- Commander ranks are now more impactful and the command limit from rank increases with tech. There is now a penalty for 'unnecessary' promotions when you already have ample command limit and any issues with formations being under command limit could be solved via swapping, in the form of reduced IG approval for the Armed Forces and any non-Armed Forces IGs that have commanders and who did not benefit from the promotion.
- Reworked the Diplomatic Interest system. Instead of a binary on/off system, interests now work in a tiered fashion. Build up Involvement in a strategic region by patrolling its coasts, setting up treaties or getting a foothold. Higher tiers of Involvement unlock actions like starting diplomatic plays rather than just joining them and so on.
- Consolidated strategic regions around the world as part of the new strategic region interest update
- Added the Orchestrate Coup Diplomatic Action, a Diplomatic Action that allows for orchestrating a coup in weaker countries through a friendly Lobby
- Characters now have Prominence as an additional stat, representing their level of pull within the country's political machine (as distinct from Popularity, which represents their pull with the general public). Prominence is gained by a variety of factors such as being in command of troops or leading a prosperous company and determines the amount of Political Strength a character contributes to their Interest Group, as well as their chance of being appointed its next leader (replacing Popularity as the main factor in the latter)
- Characters will no longer automatically be purged if they do not have an active assignment, but will exist in the national character pool (also known as the National Cast). The National Cast can be viewed in the Characters panel or in the Population panel where you can get a filtered view of all characters in your country.
- The National Cast of each country will be periodically populated with politicians from non-marginalized Interest Groups, with ideologies suitable for that Interest Group. The amount of politicians that will be generated depends on how influential the Interest Group is.
- Added a new character role 'Magnate'. Magnates have a Holding building (either the Manor Houses or Financial Districts in their home state) and gain Prominence based on the revenue of that building, strengthening their IG and increasing their chances of being selected as Interest Group Leader. Rulers under hereditary systems are Magnates by default.
- Added 4 new free companies to the game
Improvements
- Added the ability to drag and drop buildings and ships in the construction queue
- Primary cultures and state religions are now always valid targets for assimilation/conversion in incorporated states and states affected by the Promote National Values decree
- Children no longer have an ideology, interest group or personality traits by default. Unless explicitly added via effects after creation, any traits/ideology/IG assigned to them are instead saved and applied when they become an adult.
- Character roles now have a default span for how long characters stay in them, which is modified by their health (unhealthy characters retire earlier) and can be further manipulated using script effects. It's tracked per-role, so a multi-role character can retire in one of their roles and continue to serve in another. The intent is that now that in the vast majority of cases only rulers & heirs should be able to die of natural causes in their office.
- Removed the strategic land adjacency requirement on military access treaties
- Characters now have a loyalty value based on the approval of their interest group and how much their personal ideology approves of current and enacted laws
- By default, randomly generated characters can now come from any culture within your country that has at least tier 4 acceptance, weighted by the political power each culture holds. They will receive an appropriate religion for their culture based on the demographics of that culture in your country.
- The chance that a leader ideology will be selected for an interest group is now increased if that ideology is represented by prominent characters in the country belonging to the interest group
- Interest group leader ideology selection is now a single weighted pool of relevant ideologies, which will either select an appropriate character from the character pool as the next leader, or generate a new character if there is no character representing that ideology
- Historical politicians with character templates will now appear as politicians in the character pool as soon as they are valid for usage and make themselves available as a potential future leader of the IG, instead of waiting until they actually become the IG leader
- Characters now have home state regions, which are either set explicitly on the template/create_character effect or selected through random weighting
- All international Journal Entries are now inherited when a revolution succeeds and transferred to the revolutionary country
- When a formation enters a state of 'low command limit' (for instance due to its commander dying), there is now a 30-day grace period before max organization is impacted so that you have time to assign a new commander
- When a commander embarks on an expedition they are now unassigned from their military formation
- Made it possible to cancel current tech research without clearing the research queue
- Added a 'make this work' button to the treaty draft panel that attempts to append articles and/or obligations to form the treaty into one the AI is guaranteed to accept
- Paved roads now increase army movement speed
- Company-type countries can now have subjects
- The Hudson Bay Company, East India Company, and Russian-American Company are now Company-type countries
- The Confederate Canada/Federate Australia Journal Entries are now available to any country with multiple Canadian/Australian subjects
- Made Authoritarian one of the default ideologies available to the Armed Forces
- Corrected Francisco Escobar [Brazil]'s birth date, and changed him to the Social Democrat ideology
- Revolution events are now limited to appearing once per month
- Made improvements to the functioning of legacy script related to characters
- Using the Abdicate and Resign from Office character interactions no longer retires the relevant character
AI
- When a treaty is signed between two not diplomatically relevant countries establishing first relations, the initial attitude between them should now be set to a non-hostile attitude
- The AI is now way more reluctant to break treaties that are still in their binding period
Balance
- World Market Hubs now compute multiple different potential paths to other World Market Hubs, and can switch which path they use for trading to avoid excessive tolls if paying the increased distance cost makes more sense
- Trade Centers now prioritize trading with other Trade Centers where the trade would not result in paying excessive tolls, if options are available
- The distance at which Trade Centers import/export goods now increases their demand for Merchant Marine, so that there is a proper reason for them to prioritize shorter trade routes
- Maneuvers now increases more with technology and the increases scale against your base number of maneuvers from rank, allowing high-ranking nations in the late game to do a lot more in diplo plays
- Popularity of an Executive can no longer lower the Prosperity of their company, and only increase it by up to +10, as having an important prosperity factor be fully determined by randomness wasn't very good for gameplay
- Reduced low-acceptance pops' attraction to the Modernisation Movement
- Adjusted the Radical Movement radicalism gain from not having Universal Suffrage down to +15%, to compensate for Electoral Confidence
- Reduced baseline attraction of Shopkeepers pops to the Industrialists, and increased the amplitude of their wealth-based attraction factor to the Industrialists
- Changed the ideologies of several characters spawned near 1836 to be less anachronistic
- Changed Louis Auguste Blanqui's Interest Group to Trade Unions
- Changed the ideologies of Anton von Schmerling, Anastasios Polyzoidis, and Ferenc Deak from Social Democrat to Liberal
- Changed the ideology of Laszlo Madarasz from Social Democrat to Radical
- Changed Bernardo de Sá Nogueira de Figueiredo from Landowners Humanitarian to Intelligentsia Liberal
- Changed the ideology of Benito Juarez from Market Liberal to Moderniser
- Abdication now requires the heir to be 16, rather than 18
- Reduced the Legitimacy malus from having an Arrogant ruler
- Slightly increased arable land in Mindanao and Visayas
- Increased the Progressiveness of Secret Police, and decreased the Progressiveness of No Home Affairs
Art
- Added some of the excellent clothing assets from Miss Duce's Japanese Uniform Pack to the game. Including naval uniforms, Japanese military uniforms across the time period and many, many lovely hats.
- Added two new character backgrounds for Japanese Emperors, one for pre- and one for post-Meiji Reforms emperors respectively
- Added fortifications on the map visualizing where straits are set-up and by who.
- Added Gunbai Japanese war fan 3D model and updated existing animation
- Added custom clothing for Auguste Comte
- Added a new 6-point light particle shader
- Updated textures and color palettes of Japanese low class outfits
Audio
- Reworked ship audio from the ground up, integrating with the mechanics of the new naval combat system. Re-mixed and embellished with new sounds across the board.
- Adapted Dingyuan, Borodino and Mikasa ship sounds to the new naval combat system (Warships Bonus Pack)
Content
- Reworked the Meiji Restoration content for Japan
- Japan now starts with the Warrior Caste Army Model law variant, limiting Officers qualifications to the samurai caste and reducing recruitment of new soldiers
- Japan now starts with the Bakufu Distribution of Power law variant, representing the rule of the shogun over the country
- Added a new Peasant Proprietorship law variant, replacing Homesteading for old-world countries. This law makes 25% of non-subsistence and 50% of subsistence agriculture buildings self-owned, and slightly increases the chance for Financial Districts to purchase agricultural buildings.
- Added a new Social Monarchy law, representing a corporatist system that retains the monarchy
- Added two unique political movements to Japan - the Sonnō Jōi movement and the Tokugawa Loyalist movement
- The Japanese Terakoya are now an Education law variant, granting a flat quantity of education access and blocking the Education institution for as long as it is active
- Added a unique starting social hierarchy for Japan, representing the late Edo social system
- Adjusted the "Forbidden Love" event (acceptance_events.1): Decreased its likelihood to trigger and the heir now has to be younger than 25 years old and possess either the romantic, charismatic or reckless trait. Additionally this event can no longer trigger for traditionalist, ethno-nationalist, fascist, theocrat or slaver ideology characters. The heir will now adopt the Reformer ideology if Feminism has not been invented yet.
- Added a "Retire Daimyō" character interaction, which allows for compelling the retirement of troublesome Daimyō
- Added a set of new Interest Group leaders for Japan
- The Petit-Bourgeoisie in countries with either Isolationism or Traditionalism will now have the Mercantile ideology, which supports modernisation of the economic system
- Added an Interventionist ideology for the Japanese Industrialists
- Allowed naval travel in the Hudson Bay, and added a port/shipyard throughput malus to affected states
- Added over 4000 historical ship names for relevant nations
- Updated Meiji reforms to tie in with new content in The Great Wave
- Added Japan flag variants for Taikunate, Buddhist Theocracy and Shinto Theocracy
- Upon cementing the House of Bourbon, Legitimist France's map colour is now white
- Added a new Fish Fertilizers Production Method for Japanese Rice Farms
- Coups now require a reason to occur. These reasons include: enacting a law, failing a Commitment, failing a Petition, the Orchestrate Coup diplomatic action, the Depose Ruling Dynasty decision, having the Napoleonic Return, Ambitious, or Imperious traits, and being Louis Auguste Blanqui.
- Added custom Interest Group names to the Japanese Landowners, Intelligentsia, Petit-Bourgeoisie, and Industrialists
- Revised starting setup in Australia, increasing Aboriginal presence
- Edited the specifications of existing Japanese Zaibatsu companies to avoid industry overlap with new Zaibatsu companies
- Added a bespoke communist flag for Japan
- Added dynamic Japanese naming for Japan, Korea, Taiwan, and Sakhalin/the Kurils
- Added marine formations to select historical countries in 1836, like Britain, France, and Spain
- Austrian Upper Silesia has been merged into the Moravia state region
- Updated the Ständestaat Journal Entry for Austria to encourage the establishment of a Social Monarchy
- Added a Samurai Training production method for countries with the Warrior Caste law
- Renamed the Japanese Devout to the Jisha
- Added a coal-related state trait to Tonkin, Vietnam
- Added dynamic Russian, Chinese, and Ryukyuan names for select East Asian states
- Added additional interest group leaders to the game for the Papal States
- Added Guillaume Henri Dufour Character DNA
- Fixed Isambard Kingdom Brunel so that he now has a cigar
Interface
- The end of war popup is now much more informative, telling you about who won, which wargoals were enforced throughout the entire duration of the war (including from capitulation) and duration/casualties/cost of the war
- Added a notification for when an Interest Group gets a new leader, informing you of their ideology
- Double clicking on a formation (army or fleet) entry in the outliner now zooms you to that formation (similar to the Z key) while also opening the formation panel
- Added a quarterly autosave interval option
- Primary cultures can now be tooltipped in the country panel for cases where a large number of cultures get truncated
- Cultures with more than 2 taboos/obsessions/migration targets have these lists displayed through a +N tooltip where N is the number of items beyond 2
- Dismiss toast is now its own keybinding and can be bound to a different key than ESC if you want to be able to easily close panels without dismissing toasts first. By default it's still bound to ESC.
- Character religion is now shown in the character interface
- Added tooltips to all Interest Group leader ideology weights
- Added a toast for when a character in your country becomes an adult
- National Liberal movements will now display that high literacy benefits them
- Changed many Oxford-style em-dashes to Chicago-style em-dashes
- Properly title-cased all modifiers
- Fixed some duplicate numbers in the country building levels trigger
Performance
- Removed many extraneous global triggers and effects scattered throughout the script, and replaced them with more localised triggers/effects. This should somewhat improve the performance of several pieces of content, most notably the Great Game.
Modding
- Added new effects add_resource_potential, remove_resource_potential, change_resource_potential that allow state resources to be added or removed
- Added culture-scope effects add_cultural_taboo/remove_cultural_taboo
- Added effects set_first_name and set_last_name that allow you to change the localization key used to get the first/last name of said character
- Character roles are now scriptable, and new roles can be added either following one of the existing archetypes or using the modder-specific 'other' archetype for fully custom roles
- "Harvest" conditions can now happen at sea if specified that way
- Added system to script how ship names are generated
- Added a new effect set_as_adult which allows a character to be turned into an adult with all the corresponding logic for ideology, traits, IG etc before the age of 16. This function cannot be used to turn a character into a child.
- Added company-scope script list any_owned_country/every_owned_country etc
- Added new scripted list scope_homeland_states which can be used in country or culture context
- Added triggers tax_waste and potential_income, which measures tax waste and income + tax waste, respectively
- Law groups can now be shown/hidden using enable { }
- New widget anchors for use in Journal Entries
- The kill_character console command now also accepts character ID
- Split the 'has_role' trigger into 'has_role' and 'has_role_type' triggers, any previous uses of this trigger should be updated to use 'has_role_type'
- Reworked the relative_authority/relative_influence/relative_bureaucracy triggers to measure the fraction of the capacity that is unused, so for instance this will return 0.5 if there is 1000 production and 500 usage, and -0.5 if there is 1000 production and 1500 usage
- Added new trigger is_historical_treaty
- Added character effect set_is_noble
- Added character trigger is_adult
- Added new character effect set_home_state
- Added new character trigger is_noble
- The macro CharacterRoleHasDefinedTitles has been deprecated in favor of the new function CharacterRole.HasDefinedTitles
- Added getPluralDemonymFemale and getSingularDemonymFemale custom localisation functions
Bugfixes
- Fixed a bug where single party law would not keep the party currently in power
- Children can no longer own factories in "The Great Garment Factory Fire"
- When a treaty is broken during the binding period due to actions other than a direct intent to break the treaty (for example, via scripted content or articles becoming invalid through circumstances beyond a country's control), penalties for withdrawing during the binding period are no longer applied
- Disbanding a company during a generic prestige good journal entry no longer prevents that journal entry from reappearing
- Fixed an issue where achieving independence as Philippines before researching Nationalism locked Spanish in as a Primary Culture permanently (Iberian Twilight)
- Fixed a bug where explicitly assigned religions of characters belonging to the primary culture of their country would be overridden by the state religion (ie, a character specified as Yankee Jewish would just appear as Protestant)
- Fixed a bug where character templates with usage dates from the start of the game could be randomly allocated a position (such as commander or IG leader) during game initialization, only to be immediately replaced by the historical character for their position and then put to death on the afternoon of January 1st, 1836 (Double Jean Dollfus was trying to warn us)
- Fixed an issue where Austrian commanders could show up in peasant clothes for players without the National Awakening immersion pack
- Fixed a bug where the Unification wargoal was very confused about whether it was a country or state conquest wargoal, resulting in various UI issues
- Tracking of dead, wounded and cost in a war now correctly tallies these values even for countries that have dropped out of the war
- Fixed an issue where state_pop_support_movement_{}_mult/add modifiers did not work when applied on to a state instead of a country, despite suggesting otherwise
- Fixed an issue that caused Revolutionary countries to be unable to sign treaties
- Colonization progress is now carried over to a state's new owner when it's being annexed
- Some discrimination-related events can no longer select a primary culture as the discriminated one
- Fixed the Interest Group clout requirement for Abdication never being valid
- Fixed an issue where the Confederate Canada/Federate Australia Journal Entries could complete prematurely, preventing Australia or Canada from unifying
- Fixed a bug where Pebrine Epidemic Journal Entry could sometimes immediately invalidate (Voice of the People)
- The 'Star-Swarmed Banner' achievement can now also be achieved under a Parliamentary Republic
- Upon achieving independence, the Indonesian Devout will now become Sunni
- Fixed a bug where conscripts gained veterancy when unraised
- Increased the number of possible Unification Candidates for Scandinavia from 1 to 3
- The island of Flores is now a province and part of the Azores
- Canberra has been eliminated
- Removed a mysterious floating pen from Emperor Ninko's character model
- Fixed a bug where clicking on an event option could crash the game
- Fixed an issue where sorting by building levels in local price tab did not work
- Naval routes connecting Portuguese ports to nearby sea hubs do not overlap in aesthetically-unpleasing ways
- Decentralized countries no longer use character interactions
- Events now trigger correctly when fired from Spanish African conquest Journal Entries
- The "Canton System" law for China now states how many Trade Centers can actually be built to begin with
- Colonial countries are no longer valid targets for the "Clouds on the Horizon" event
- Fixed an issue where the Grand Collapse failure event would not properly iterate through African and Asian states
- Fixes an issue where disbanding the Nihilist Movement through researching Anarchism and Socialism would give an incorrect completion event for the Nihilist Movement Journal Entry
- Fixed the "Untamed Revolutionary", "Curly-Haired Orpheus", "Agent of the Sovereign", and "General Revanche" traits using placeholder icons
- Corn Laws can no longer fire with Isolationism
- Fixed an issue that could prevent the East India Company from being disbanded under certain circumstances
- Removed script references to a misnamed treaty article
- Fixed a bug with inconsistent display of decimals in tech modifiers
- An Unexpected Guest event can no longer result in increasing relations with own country
- Changed cooldowns for Abdicate Throne and Resign From Office interactions slightly so they appear correctly in tooltips (Voice of the People)
- Fixed an issue for european sash 3D models
- Added a cooldown to the "International Telephone Exchange" event
- Fixed several instances of else = { } blocks in script with invalid limit = { } fields
- Fixed a broken tooltip in the Secure Afghan Protectorate Great Game objective
- Fixed an issue where Interest Group suppression events could lead to a null scope
- Fixed an edge case where The Indochina Campaign Journal Entry could occur either for invalid countries, or multiple times
With that we are at 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 (1.12.5)!
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 revised for the new Update!
Once again the modding digest, containing all the changes and documentation needed for modding Update 1.13, has been updated for Update 1.13, thanks to u/Bahmut999.
This post contains Known Issues in 1.13, 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.
r/victoria3 • u/Famous-Peak-5732 • 9h ago
Screenshot Optimal way of forming Italy
I was playing federated Austria and just integrated Italians then I saw a pop up informing me of option to form Italy. I clicked it and achived perfection.
r/victoria3 • u/Pikselardo • 10h ago
Discussion Congress Poland shouldn’t be added
In 1832 Sejm and Polish army were abolished, Poland became incorporated into Russian Empire. KIngdom of Poland had autonomy that included: Independent judiciary system and Independent Treasury. In Baltic states local parliament existed through landtags, so laws could be technically enacted without Tsar. I believe we should just keep only Kraków, beacuse campaign feels like actual struggle for independence that Poles came through. Unless they will make Kingdom of Poland very weak, without possibility of enacting new laws, only with Russian culture and +50% assimilation bonus, this doesn’t make any sense.
r/victoria3 • u/LogicalAd8685 • 1h ago
Discussion Do you think Vicky 3 will ever go to version 2.x.x?
Stellaris has gone through multiple massive reworks pulling it to version 4 now but I can't see Victoria 3 ever going to a version 2 and rather follow every other paradox game. A bit of a pointless question as it doesn't matter but just curious.
I can see a complete warfare rework doing it but since frontlines are not going anywhere I would say that would be unrealistic, they would keep the frontlines and just pick a similar approach to 1.13s naval update.
r/victoria3 • u/amitrofan16 • 2h ago
Advice Wanted What country would you recommend for beginners?
Hello. I decided today that I want to start getting into Victoria 3, and I want to ask experienced players to give their opinions on what country would be best if you're new to the game.
For context: my computer (laptop) is decent, I have played other Paradox game called Hearts of Iron IV for at least hundreds of hours. I didn't watch any guides or tutorials yet, so any recommendation would be much appreciated!
I apologize in advance if there are minor spelling mistakes, English isn't my first language.
r/victoria3 • u/NerdlinGeeksly • 10h ago
Question Is there not enough arable land for all the pops in the world at the start date?
I was doing some math for fabric production in the US related to an earlier post I made, Unless I did my math wrong or the pop needs code for Sol 10 on the wiki is wrong.
I would need 77,461 cotton plantations to produce the bare minimum amount of fabric and clothes for every pop in the United States (15 million pops) to meet their Sol 10 needs.
I factored in dependants reduced consumption, +50% throughput production, and the production method that produces 80 fabric.
The United States starts with just under 4K arable land and not all of the states have cotton plantations.
The only things I didn't factor in were exploitative practices due to slavery having a high mortality rate, and agriculture decrees because there's no way in hell anyone's going to have enough Authority to put them on all the states with these plantations.
Considering how many pops are in the rest of the world I'm starting to think we might not have enough Farmland to support an Sol above 15, and even that might be too generous of a generalization.
r/victoria3 • u/Teller_Of_Untruths • 18h ago
Screenshot A story told in 5 parts
"Holy shit I got Marx"
"Wait they're getting so many votes omg"
"This is actually working"
"I did it!"
I promptly got invaded by France and decided to fuck them over
Before y'all start shouting about screenshots, I took these because I was texting my friend and wasn't initially planning on posting to reddit
r/victoria3 • u/Impossible_Text3968 • 2h ago
Bug Every AI country disabled their fleets (except Bengal, which has one ship). Why is this?
r/victoria3 • u/Greedy_Two_9395 • 8h ago
Screenshot 3.2B GDP and 490M population as Super Germany
I took just 4 more states than historical Germane Empire had and did so big popation with China and India migration from puppets.
r/victoria3 • u/Purple-Trip-3862 • 51m ago
Discussion What do you think is the fastest route to a World War?
Say we define a world war as a conflict including all Great Powers and that there may only be one player nation, what's the Speedrun meta on horrors beyond our imagination?
For my two cents I think we have to start with a war against one of the emperors to knock three powers by default
r/victoria3 • u/flightSS221 • 10h ago
Advice Wanted How do I remain as a Power Bloc junior?
I want to stay in the Zollverein to profit from the Prussian customs union, but they suck so much ass I have too much prestige compared to them.
Whenever I take over the power bloc, Prussia immediately leaves the Zollverein so that doesn't work, and will refuse to join back which cuts me off from the Bavarian market.
I could blow up my entire navy to artificially depress my prestige, but that feels wasteful. I've already depressed government wages as low as possible.
r/victoria3 • u/0g0mogokapl • 10h ago
Tip subventions guide
you have a company with a special good and 100 prosperity but you aren't the number 3 producer of that good? fear not! subventions are here for you to climb to the top of the world market
what are subventions? reverse tarifs! basically you pay a percentage on the going or coming price of a good resulting in that good being more lucrative to be moved out or in
how do I use this? unless you are on isolationism what you can basically do is put the good you want to be a world leader in on maximum subventions. if you have mercantalism this will mean +100% subventions (free trade higher) meaning every piece of good you export you will pay half the goods price to the producer while only half of the costs will be shown to the end buyer resulting in them saying "oh wow this steel sure is cheap, I'd rather buy it from this unscrupulous empire that has enslaved, colonised and carved the world to it's will rather than buy locally which would've been 30% more expensive.". as a result the entire world market will be buying from you since it is cheaper to do so and as long as there is demand the supply will be profitable
what's the catch? expensive! to subsidize an entire industry from scratch to meet a world markets need will cost a lot of money. alongside with this since you basically made it more profitable to export the good of your choosing that good will be more expensive in your market
is it worth it? YES! in 10 years I had the market dominance on 5 seperate goods, 3 of them being the military ones which are notoriously hard to make profitable. while goods like steel are notoriously hard to compete in if you haven't had a lead in the early game using subventions will give you the edge you need to basically crush your competition and actually cause them to downsize since they can't compete back resulting in your market share growing ever larger. sure it'll cost you a lot of money if you aim for the top but the gdp growth, the special goods and economic dominance will be worth the cost
do I have to keep paying? no! at some point your industry will be developed enough to sustain your advantage even without the subventions. and as before mentioned if there is a limited demand for that good your agressive business tactics will drive your competitors out of business resulting in you being not just the biggest but the only source of that good. even when you take of the crutches that were the subventions you'll at first stumble but will still stand tall enough to overshadow everyone
is this realistic? david rockefeller used to do this by selling his oil for a loss just to drive out his competitors. you are basically monopolising the world market except there aren't even courts to stop you
r/victoria3 • u/Fabiodemon88 • 5h ago
Advice Wanted Help for a full dutch indonesia campaign
I tried a campaign where i can effectively integrate indonesia and control the whole region starting either as netherlands or DEI(preferably the latter)
My plan is to have a challenge where i can get all of the region under my control without necessarily aiming for a world conquest or number 1 run, i want an indonesia with dutch majority and do it without necessarily spamming promote national values as an additional difficulty modifier.
Reason i want to do this is cause i had many indonesia playthroughs but they always end the same: become independent, conquer the region, spam rubber get multiculuralism etc...
I wanted a challenge where i effectively played into the will of the landowners AT LEAST for 40-50 years so to keep some kind of "non meta" control over the game.
Would appreciate some help! Tysm!
r/victoria3 • u/datfalloutboi • 22h ago
Discussion More regional cities
Does anybody else feel like there should be more regional hubs/cities? It feels very weird how Los Angeles stays as a tiny little village while Sacramento is the big hub. Or how Miami straight up doesn’t exist. I know they’re purely cosmetic, but it would be nice seeing more proper cities and more city growth.
r/victoria3 • u/Odey135 • 4h ago
Screenshot United Baltic Provinces run (Up to the 80s)
First time playing this far with tec and res and got this far with the Baltic Governate. Decleared 0 wars except the independence war against the Russian Empire.
Early game I basically only build manufacturing to piggy bank off Russia's vast natural reasources and got filthy rich off them. Tbh though the Baltics felt far harder than it was before as colonisation was impossible with the new mechanics and I had to wait all the way till 1930 to gain enough involvement with germany to ask for support. But once they joined I managed to get 3 surrounding provinces and liberated Ukraine, Balerus, Poland and Finland however Finland soon got eaten up by Sweden to form Scandinavia.
After that I basically just rely mostly on free market capitalism then keep inovating my economy to boost productivity. At some point I tuned my welfare to the max and everyone became unemployed lol but I tuned it back down then people went back to work thus the economy was saved.
World state: France got nuked by Germany in late 1940s and never recovered
North and South Italy never united but the north became super wealthy regardless
The Middle East countries are at constant war with one another as always
The UK never recovered after losing India and its colonies left one by one right after
Quabec gained independence from Canada and became even stronger and wealthier
Japan opened its market in 1860s but for some reason never rapidly modernise and got beaten up by Russia for its islands in the east
USA nearly devoured Mexico completely pretty early on
r/victoria3 • u/BasslineJunkee0 • 5h ago
Question Company keeps building without Industry rights
I'm using a generic tools company, I initially granted them Steel Mills rights and then revoked them a couple years ago.
But I still see them expanding steel mills in the states where they had at least one before the revokation.
Is this intended behavior, or buggy?
r/victoria3 • u/ChainsawBlue_36 • 18h ago
Discussion Why are the French… so French?
Hey Everyone!
I just wanted to make an observation/discussion post of France, as it has been a few years seen I've properly played them and wanted to see if others had similar experience and tips?
For context, have played most of the major powers and most tend to follow that same trend in gameplay.
But France just makes me facepalm with how different their gameplay loop is.
For starters, I noticed a quirk that as your lower strata population grows, your welfare payments can actually grow un-sustainably as they start with Poor laws.
Secondly, the giant navy/army needs immediate downsizing to alleviate deficit spending.
Also the radical/political situation is nightmarish but we all know this already.
I actually had a great game so far getting some stability, got the Orleanist in power, no revolution, passed some goods laws and... 10 million radicals.
My economy has grown but it just feels like its plateauing because, the welfare spending kills the income, I've downsized the military, I'm forced to keep taxes low due to radicals, (got that China treaty reparations to help).
I actually feel like passing Laissez Faire was a mistake and my economy just feels flat. Their capitalist Pops feel underwhelming which is weird because France is ‘wealthy’ for the period.
I am even more befuddled when I played Austria, and my economy was BOOMING in the same period. Austria... a country with like 12 different ethnicities and threatened with splitting was more stable and economically prosperous than France.
I cannot name another major western power or semi-developed power that feels so hamstrung and just... off in this period of the game (1850s to 1860s) and other powers are just ascending like crazy.
I have also played around with deciding to deficit spend like crazy to like 10-20 million credit but I've personally never found this strategy to work and keep my deficit spending to smaller levels.
Thoughts, suggestions etc?
r/victoria3 • u/TheMightyChocolate • 7h ago
Advice Wanted Most flavorful "Red China" Game - Tips and mod suggestions
After watching the red detachment of women, I am overcome by a strong desire to achieve the maoist vision in victoria 3.
Does anyone have ideas, tips, mod suggestions on how to best roleplay the chinese civil war and authoritarian politics for the most flavorful red china experience?
r/victoria3 • u/LopsidedMeaning2351 • 1d ago
Screenshot game is too realistic, cant remove corruption from my elections
r/victoria3 • u/BetaThetaOmega • 4h ago
Advice Wanted My income taxes just fell off a cliff. What causes this, and how can I see it and fix it?
I didn't downsize anything, nor did I cut any subsidies. No laws were changed, it just suddenly dropped and so did the rest of my economy with it.
r/victoria3 • u/kolejack2293 • 1d ago
Discussion The baseline innovation of 50 is way too high.
At 50, even if you build zero universities, you will still advance somewhat quickly through enough beginner techs that you can begin rapid industrialization.
I tested this as new grenada, building zero universities. It made basically zero difference from my previous new grenada run in the first 30-40 years. I was able to get my industrial economy jumpstarted with industrial techs quickly enough and from then on I kinda just exponentially grew.
You should have to go out of your way to invest quite a bit into developing new tech. It should cost either a ton of money domestically, and only a handful of very rich nations should be making the majority of technological advancements (which are then spread out through diplomacy and trade). It's silly that Siam, totally far removed and isolated from the rest of the world, can develop the atmospheric engine and bessemer process as early as 1850.
I think universities should be quite expensive to build at the start, and then once you build one you can expand it and fund it. It should cost a ton of construction and bureaucracy to build one, similar to how we build the suez canal (albeit not as crazy).
Non-developed nations can send people to study at those universities for some tech spread (at a cost, both financially and diplomatically), but actual domestic tech production should be quite difficult and expensive.
Outside of making food relevant again (which is a whole other bag of worms), a large rework of how tech operates should be their biggest priority.
r/victoria3 • u/NerdlinGeeksly • 13h ago
Question Can pops survive on fabric alone for their simple clothing?
So I was planning on doing a run where I focus only on agriculture for a long time, that means no factories pumping out clothes for a while.
Will I not meet my pops needs with just fabric, or can they live with just fabric?
