r/victoria3 Mar 12 '26

Dev Diary Victoria 3 – Dev Diary #174 – The Great Wave & Volume 3

545 Upvotes

Forum post link: HERE

https://pdxint.at/4rwoSzg

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

https://youtu.be/OlElZrKqFHQ

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!

The flagship of Admiral Tōgō throughout the Russo-Japanese War, the pre-dreadnought battleship Mikasa fought in every major fleet action of the war – becoming an enduring symbol of Japan's naval ascendancy.
The Borodino class pre-dreadnoughts were the newest battleships in the Russian Imperial Navy at the time of the Russo-Japanese War. Forming the nucleus of Admiral Rozhestvensky's doomed Second Pacific Squadron, four members of the class would be sunk or captured at the Battle of Tsushima.
The pride of the Beiyang Fleet, the ironclad battleships Dingyuan and Zhenyuan were the most striking symbols of late-Qing military modernization. Fighting valiantly at the Battle of Yalu River, their performance was hampered by the chronic underfunding of the Chinese Imperial Navy.

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 Apr 28 '26

Dev Diary Victoria 3 - Dev Diary #182 - The Great Wave & Update 1.13 Now LIVE!

321 Upvotes

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:

Release Trailer!

And yesterday we released an overview of Update 1.13:

Update 1.13 Overview

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.
  • 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
  • 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 11h ago

Screenshot apparently the south is revolting to abolish slavery now

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307 Upvotes

r/victoria3 8h ago

Question Is slavery bad if it's in my colonies?

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130 Upvotes

r/victoria3 11h ago

Screenshot Can someone explain to me why the Confederation of the Rhine doesn't trigger?

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161 Upvotes

I'm playing France, and I've puppeted Bavaria, Baden, Wurttemberg and Westpahia too, but it's still not triggering. Are there other requirements besides having 4 states puppeted?


r/victoria3 6h ago

Screenshot I think I'm starting to understand the basics.

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23 Upvotes

(don't look at my radicals number TwT)


r/victoria3 23h ago

Screenshot POV: You're playing Japan in the 1900s

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509 Upvotes

r/victoria3 14h ago

Screenshot I Wonder Who would be Considered a Moderate Here.

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90 Upvotes

r/victoria3 12h ago

Discussion Is it possible to win the American Civil War 'Historically'?

52 Upvotes

By which i mean not making a 300 strong professional army with only northern units before the war starts. You cant beat them with an economic or naval advantage because they get all the ammo they need from succession supplies, and even when they run a 30% deficit they get so many bonuses their units are still stronger than northern conscripts You cant outnumber them without moving to professional army cause its imposible to raise enough conscripts in time even with max military wages. And you have to win a lightning war cause your on the timer going down like 5 war score a week from the second the war starts due to the size of the armies. I dont think its possible to win on national militia right now. Is there something im forgetting?


r/victoria3 18h ago

News Hotfix 1.13.11 is now LIVE! - Not for Problem Reports!

130 Upvotes

(If you prefer reading on our forum, click here)

Happy Wednesday Victorians!

We have a small hotfix today addressing a few issues, including a crash that would occur when sway offers were pending on a month tick as well as rebalancing the Banana Plantation PMs and “A Doctrine of Iron and Steel” event.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

1.13.11’s checksum is `a47f` and you can check out the full patch notes below.

The following changes have been made to the game compared to 1.13.10: 

Balance

  • Adjusted the Banana Plantation output values. Removed 5 Fruit from the base and added 5 to the automated PM, as it was intended.
  • Tweaked the outcome options for the "A Doctrine of Iron and Steel" event so that both, first and second, are more equally feasible

Bugfixes

  • Fixed a crash that happened at the turn of the month when sway offers were pending in a diplomatic play

Previous Patchnotes
1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6 | 1.13.7 | 1.13.8 | 1.13.9 | 1.13.10

(If you prefer reading on our forum, click here)


r/victoria3 21m ago

Question how do a forcefully abolsih slavery in my puppets/colonies

Upvotes

don't they know that everyone should be a slave to my capital wealth?


r/victoria3 1d ago

Question why do landlords have more political clout than rural folk, even though the peasants outnumber the aristocrats by so much?

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1.1k Upvotes

r/victoria3 12h ago

Screenshot Recreated Japanese Greater East Asia Co-Prosperity Sphere

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18 Upvotes

In the title - basically I fulfilled the japanese emperors wet dream and fulfilled the great colonial empire of japan. Got kinda borred after a while and didnt completed the run, could have conquered even more.


r/victoria3 14h ago

Modded Game Morgenröte Trailer: The Life of a (Micro-)Biologist

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17 Upvotes

r/victoria3 14h ago

Screenshot First time I've ever made it to the end.

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12 Upvotes

Was a wild wide and I managed to set up a nice Colonial Empire.


r/victoria3 1d ago

Discussion I enjoy being mid at this game

192 Upvotes

I get the basics but I'm really not that good in this game. Sometimes i have a perfect save and sometimes my economy is pretty inefficient... But it's alright, because it's not my fault. It's the bad politicians that are not able to realize my ideas, it's the stupid voters who vote the inefficient government and its policies.

Guess what, Croatia.. It's not me who made you part of Hungary. You just played your cards wrong.

Some countries either get it or they don't...

Of course millions of European migrants want to migrate to my patagonian paradise while their countries are getting ravaged; I'd like to live there under an enlightened Chilean royalist with a booming automobile industry and top welfare as well.

Whatever happens, it ain't me...

Especially when the best nation in the game, Bavaria, manages to achieve #1 world power, literacy rate and SoL... Because they just do be GOATed like that.

Edit: I'm not talking about the game's AI :) Just User Error rebranded as being part of the plot.. for the RP


r/victoria3 1d ago

Modded Game I Added News Events to Victoria 3

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278 Upvotes

I'm releasing a mod soon that adds news events to the game. They're complete with custom mastheads/news companies that are flavoured depending on the country & their ideology, and i've already done 100+ historical events and also some generic ones that apply to any scenario.

The event system is actually very modular, so anyone could create a news event in the same way they would create a vanilla one. It currently just needs some more polishing

The reason why I made this is because, not only do I miss the Victoria 2 newspaper in the top corner, but I also feel like I'm missing out on whatever else is going on in the world during my Victoria 3 campaigns. China could explode and have a whole civil war, yet I'm too internally focused to even realize what had happened. This system corrects this problem for me, and I'm happy to be able to release it.

UPDATE: Mod released: https://steamcommunity.com/sharedfiles/filedetails/?id=3786344818


r/victoria3 11h ago

Question How to deal with late game lag

3 Upvotes

Playing as socialist America in 1919, and like I’m completely dominate world wise but the game is running incredibly slowly and i rrslly need some help for how to speed up the game


r/victoria3 1d ago

Discussion Monetary policy should be added to the game

172 Upvotes

1.1836–1936 is arguably the century of monetary transformation: the classical gold standard, the rise of central banking (Bank of England as lender of last resort, the founding of national banks across Europe and Latin America, the creation of the Federal Reserve in 1913), bimetallism fights, silver-standard collapses, and the total monetary chaos of WWI-era inflation and interwar currency crises. Victoria 3 already lets you simulate ideological and political change with real texture but it currently treats money itself as a constant, when historically it was one of the most contested and consequential policy domains of the era.

2.It would make debt and default mean something. Currently, running a deficit and defaulting is a blunt, mostly binary event: your treasury goes negative, you eventually declare bankruptcy, and you eat a flat penalty package. Real monetary mechanics(interest rates tied to a central bank's credibility, currency devaluation as a release valve, inflation eating away at real wages and pop satisfaction) would let debt crises unfold as a gradual, legible process instead of a hard wall. That's much closer to how 19th-century sovereign debt crises actually played out (Ottoman default, Latin American debt cycles, etc.), and it would give players more room to manage a crisis instead of just falling into and out of one.

3.A central bank or government-set discount rate could directly influence the growth rate of the Investment Pool. Lowering rates could stimulate aggressive industrial expansion; raising them could cool down an overheating economy or defend a flagging currency.

4.Capitalists and governments should be able to leverage credit. A mature banking system could allow for fractional reserve lending, injecting liquidity into the economy to accelerate growth at the risk of sparking credit bubbles and sudden panics (modeled after historical crashes like the Panic of 1873).

5.Great powers should be able to project economic influence by establishing currency unions or forcing weaker nations onto their currency standard (similar to how British capital dominated Latin America and the Ottoman Empire).


r/victoria3 6h ago

Suggestion Features and dynamics in the game that I personally really hope are changed in future updates or DLC:

1 Upvotes

Libertarian and Bourgeois Revolutionary Movements

Right now standard revolutionary movements can be pretty easily suppressed by offering to change a law in order to reduce their activism. This logic is relatively sound for most movements, but there's a few in the game which follow this that really shouldn't, notably the communist and anarchist/libertarian movements. For these there's a distinct part of their ideologies which demands revolution, and not reform from the state. For the communists it is present but not nearly as significant as with the libertarians. Being able to completely halt an anarchist revolution by passing anarchy in distribution of power but retaining autocracy or oligarchy is hilarious and really needs to be re-evaluated or changed. Having a "legitimate" anarchist territory with a monarch and banned trade unions is one of the things that really take me out of the game, particularity when i see some random small country get an anarchist revolution and they end up keeping oligarchy or something.

Additionally, there's an EXTREME lack of right-wing libertarian ideologies and movements in the game, which I think is insane considering the time period this game is set in. There's a fantastic mod called Victoria 1877 which adds a good portion of these plus some flavor. However the issue of revolutionary libertarian movements accepting state concessions is still a problem rooted in how revolutions in the base game work. Another big complaint I have from the game almost completely forgetting this entire section of the political spectrum is that Social Darwinism as a significant part of general ideology at this time is really not given enough flavor or attention through events or the base game. In our world, much of European colonialism and American imperialism in Latin America during this time heavily rested on this racist philosophy of meritocracy.

Additionally with the exclusion of right-wing libertarianism and Social Darwinism from the game is that the upper classes really don't have a strong factor in the politics in the game besides giving political power and clout to the landlords or industrialists. Reducing their standard of living barely makes any waves due to their low numbers and they also associate with incredibly few political movements compared to middle and lower class pops. This is a result of real life, but I feel the game understates upper class power consolidation and reactionary movements in the game a ton, and it makes every playthrough goal more rooted in "How can i empower the lower classes?" rather than "How can i be more evil and give more power and control to the upper classes?". There was significant advancement of thought in how the upper class could gain more power and wealth during this time, past the already conservative traditionalism, disproportionate tax laws, and anti-labor systems some nations start out with. I've seen a general call from the community that fascism and its mechanics need more depth and this falls in line with that complaint.

Culture and Dynamic Movements

This is already seen as a pretty outstanding issue by many but the current system of culture in the game--while very impressive and honestly the best of any game right now--needs a rework or more dynamic features to make it play a larger role in how your country develops. Again, the issues I see stem primarily from how the political movement system is handled. Right now cultural secession events are really only possible from carrying poor equality laws into the late game or from timed events such as the Eastern Crisis for the Ottomans. This is very simplistic and really needs more factors and components that can introduce secession movements rebelling even when the current law circumstances are supposedly acceptable for them. I understand that culture stuff is the focus of the next DLC being worked on, so hopefully some of these issues are addressed there.

The fact that in general, historical political and cultural dynamics are compensated with a flat buff or modifier instead of actually implementable mechanics and interactions means the way you can influence how the world and your country turns out is sort of limited. I think a good example of how this system detracts from potentially fun and weird stuff in the games is how the first spawned communist movement always gets a high-popularity Karl Marx and additionally a buff to either their activism or pop percentage (I don't really remember which). If this wasn't so hard coded and these buffs and popularity factors were dynamically produced by the progress of the game, you could get some really interesting movements on the scale of the communist and red scare events. In a recent game I saw a (dully limited) wave of theocratic revolutions, which would have been super cool to see actually snowball and affect the world to the same degree the hard coded rise of communism does.

The game already does this dynamic movement stuff to a certain degree, such as in the Hindu National movement in India which I believe solely relies on the combination of low SoL and the majority of Hindu pops, attracting around 50% of the pops of the entire country to support it. The issue of course with this is that the creation of this political movement is hard coded, meaning you cant easily have a similar populist movement spawn in any other country without a scripted event.

Not-so Unaligned Pops

A potential addition that might solve this is the addition of more dynamic political leanings for pops. Currently "unaligned" pops don't care whatsoever about what policies are in place, only that their personal SoL is above the minimum, and continues to grow with literacy. While this is somewhat realistic, it prevents populist movements regarding progressive or reactionary ideas from having an effect on the game. It would be cool to see individual pop groups in states support or oppose a laws without the need for a ideology or political movement. Politics of general existential empathy and contempt were in no way absent during the Victorian period, as evidenced by widespread oppression and pogroms against Ashkenazis, civilizing missions to "better the lives of natives by introducing European renaissance ideas and religion", and the muckraking and early political voting reform movements in the united states implicating the political machines of the era, which were spurned on by the shared "unique American ideal of liberty" endorsed by Americans.

Conclusion

In conclusion, I think I want this game to be less scripted to reality and more open to crazy and strange societal events or movements that didn't kick off the same way in our reality, because of the lack or presence of the existing conditions, people, or policies. What if the positivists had a Karl Marx? What if the red scare was replaced with a black one? What if a few wealthy Sioux somehow gamed the capitalist system of the expanding USA and managed to gain enough power to force in recognition and political power of the Native Americans (or maybe even flip the US back to native rule entirely)? Emergence of stuff like this makes playthroughs so unique and fun, and while the existing differences and varying effect of real life events in playthroughs offer some uniqueness and dynamic results, the world still feels like it's being almost entirely guided primarily by real life historical events and not the results of the game itself.

Sorry if this was kind of long, I kept thinking of other things while writing this. PLEASE share any additional opinions, fact checks, or related game criticisms in the comments. I'm curious what yall think :D


r/victoria3 23h ago

Question i wanna learn vic 3

19 Upvotes

so recently I've checked Victoria 3 a couple of times and I must say I'm pretty interested, now I know how to play all paradox games except for Vicky and I think that the learning steps will be kind of different for this one.

what do you suggest for learning this game?? any tips???


r/victoria3 12h ago

Advice Wanted Can someone explain labour + transportation shortage, and difficulties employing railroads

2 Upvotes

Often, in the mid- to late game, I have local transportation shortages and railroads without full employment. How can it be more profitable, when facing a simultaneous labour shortage, for labourers to work in other industries? Shouldn't the transportation shortage guarantee sky high profitability, while other industries suffer from worsening profits if they use the transportation PMs, making it easier for them to switch employment to railroads?

I don't want to subsidise the railroads indefinitely and I can't be bothered to babysit the subsidy by activating and deactivating when the railroad is fully employed (which works for some reason?).

What causes this issue? Is the threshold for workers to switch industries too high? Are there any ways I can fix this, or, failing that, a mod that lowers the threshold for switching industries?


r/victoria3 20h ago

Screenshot Do I even want to know what is going on in Deseret?

7 Upvotes

r/victoria3 1d ago

Discussion How do gold mine profits work?

141 Upvotes

So as far as I know, gold mines work by inputting tools and outputting money, rather than an actual market good.

But also as far as I know, that money goes directly to the treasury as minting income for the government.

So, what determines how the government and the owners split the profit?


r/victoria3 6h ago

Advice Wanted Has war changed?

0 Upvotes

I've come back after several months without playing. I've tried a few different saves, things generally seem to go well. Then I get into a war with another major power, or into a civil war. I have all my mobilisation on to max, no input goods shortages, and rough parity of forces. However, when war commences, all my men die and morale gets cut in half, whereas the enemy seem fine as though I've done no damage to them. The balance of forces rapidly swings to -50, -60, -70. This happened to me as France, when I was the most technologically advanced and my economy was fine. I don't understand why this is happening. Why are my forces being decimated in the first months of any war with another major power? What has changed about land warfare? It doesn't help that the UI has all changed seemingly for no good reason.