r/victoria3 Mar 12 '26

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

548 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!

318 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 9h ago

Screenshot A guide on how to restore Imperial Japan by 1840-45 with a Modernizer in charge of the Landowners

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176 Upvotes

So, if you're like me, having set the game aside for quite a while only to come back with the Great Wave DLC having reworked Japan quite a bit, you're probably very confused about how all the new flavor works. I've played a few runs myself and I think I've finally figured out how to do the honorable restoration early optimally, and I think it actually makes Japan stronger than in previous patches.

It relies on two pieces of RNG at the start.

  1. The first is fairly easy, when you start a game, there's a chance that on day 0, the Chonin, which are the Japanese Petite Bourgeoise, aren't marginalized, therefore you can put them in government right from the start. I think about a third of the new games start out with them available. If you move a day forward though, they immediately fall back to marginalized. So I'd restart if they're marginalized from the start. But if you don't want to restart, just switch the Government Admin PM to Secular, build 2-3 more Admin buildings, and they should appear again.
  2. Now, the 2nd piece of RNG, which I find incredibly annoying, is that you need Qing to ban the opium. That way, the UK will almost certainly declare on them (and win easily), which will trigger an event on your side where you can end Sakoku (Isolationism) early. But right now, most of the time they don't because the Qing AI doesn't ban opium. It picks the 'we have to do something' option but then just leaves the journal untouched. I don't know how to fix this behavior without switching to Qing and banning it yourself, but I hope that anyone can tell me how to make a simple mod so that Qing chooses that option so I don't have to rely on a simple piece of RNG that doesn't work how it's supposed to.

Otherwise, you have to rely on GB to open you up, or an event to fire where smugglers try to trade in Japan and you can use that opportunity to end Sakoku. But these are even less predictable. The Opium War is much more reliable, if only it worked properly. I really hope the new AI patch addresses that. You can of course try to repeal the law yourself too, but it's a pain to try to do that.

Otherwise, the steps to restoring Japan are fairly straightforward with little RNG involved. And I'm just going to focus on the political side, the economics are up to you:

  • Day 0, before unpausing, add the Chonin and Jisha (Religious IG) alongside the Landowners to your government and start Appointed Bureaucrats. Then immediately remove the Chonin so you get a fully legitimate government. Then negotiate with the Jisha, who will 9 times out of 10 have the 'improve lives' option available because Japan starts with terrible SoL due to the current crisis in the country. You will fulfill that requirement really easily. This way you will have some 10-15% chance to pass, and some push back from the Landowners which we will fix with the next step.
  • Patronize the Landowner leader, then go to your national caste and find two more who you can patronize, preferably at least one non-Tokugawa member that will give you +1 approval. It'll cost you 300 authority total. Along with the Frugal Ordinance, they will have so much approval that they won't stand against you for the first law.
  • Now go to your buildings PMs, and switch Rice PM's to fish fertilizers and single crop. This will immediately update without unpausing, and along with having kicked out the Chonin out of government will give you two options on the Tenpo Crisis, which are Combat Rice Hoarding and Frugal Ordinance. Pick both, especially Frugal Ordinance which will give you a -2 minimum SoL as an amendment to your Loose Status Order law in the Edo System Law. This is very helpful and you won't want to switch off Loose until the Tenpo Crisis almost runs out.
  • Whatever you do with your authority and taxes, I would recommend you keep authority close to excess and your government over 90 legitimate so you get those law tics as quickly as possible. In my experience, despite starting with low chance, you get Appointed Bureaucrats passed in around a year easily. Appointed Bureaucrats is good because Japan, like Qing, has lots of pops in few states, which means the +25% tax bonus is very useful, and it counts under the Tenpo requirements. And because you're going to have to build Admin Buildings after it passes, it'll make the Chonin unmarginalized again. You'll need them.
  • Once you're done with Appointed Bureaucrats, you go straight for Tenant Farmers. Put the Farmers in government, and negotiate with the Jisha again for SoL improvements, which should be easy once more because you shouldn't be past the starting SoL crisis. You should be able to pass it easily too by 1839. Don't try to go for Homesteading, it's too hard and not even worth it because you'll want the Landowners to still be powerful when you put a modernizers in charge of them.
  • This is where usually, if Qing banned Opium, the war happens and Britain wins. Sometime they take the land route over Tibet and it takes quite a while. So if they haven't won just yet, put the Military in government (kick out the farmers) and start the Shinsegumi Law, which you can later merge into the Secret Police law, and wait for the Opium war to be over.
  • Once the war is over, you get an event, Lion in the Dragn's Den, which will give you the option to choose to have a Journal entry where you can end Sakoku. Pick that, and before you end Sakoku, put the Chonin in government again so you have the Free Trade option available. Pick that and kick the Chonin once again out, but do keep a government with less than 50 legitimacy (unless you want to go for the Taikunate, but this is not a guide for that).
  • The Honorable Restoration should fire in a few days, with all sorts of stuff happening all at once. But the main thing to focus on are the Journal Entries, where you can pick 'decide on a reform strategy', pick Bakufu.
  • Now, in order to Petition for Imperial restoration, you need the Sono Joi movement to be agitated above 50%. It should happen naturally, but if it's not, just start a law they like and immediately cancel it, such as Oligarchy. It'll easily get them over 50%, but don't overdo it with any other law because you need them not to start a revolution, since you need 6 months of quiet and peace so that the Emperor can be properly restored. It's a delicate balance to strike, but not too hard. Here's where the Free Trade option comes handy though, because if the Sono Joi look like they're about to start a revolution, you just go for Mercantilism, which will make them and the landowners happy.
  • After six months, you should have the Ninko Restoration, and soon after you should get an event that kicks out the Tokugawa leader from the Landowners. Here's where that young non-Tokugawa member becomes leader of the Landowners, which in my game is a moderate named Date Narikuni.
  • After the restoration, you should have an option to dispatch a mission to the west. Click on it immediately, and send the Landowner leader in the mission. In the few tests that I did, if you have him spend the maximum on all places he visits, he will likely pick up too many options and when he returns, and you will have a select chance of him becoming either a Modernizer, a Protectionist or a Market Liberal. You really want Modernizer, and in order to get that reliably, don't spend too much time on Mexico or Europe, but spend the most time in the UK. This way you're almost guaranteed to get him to become a Modernizer. You want that because Modernizer means Interventionism, Protectionism, Public Schools, Lax Status Order, Per Capita Taxation etc. All from the leader of the landowners that should be quite powerful still. And on top of that, there's a chance he picks up Interventionism from the UK and you can immediately change from Traditionalism to it if you don't care about Production tech boost.

This way, by 1840 to 1845 you should have a restored Imperial Japan with a Modernizer in charge of your Landowners and a +2 monthly tick towards recognition too. And the Tenpo Crisis should be easily resolvable whichever way you choose. It's up to you what you do with your game going forward.

If you have insights in how to optimize this further, please do share them.


r/victoria3 4h ago

Screenshot Were the brits always so useless in this game or just last patch?

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51 Upvotes

They have shit tons of navies just so their 1 000 divisions can sit on the island and watch everyone get their wargoals. In this case they landed when their warscore was already -50. So eventho their armies are obviously superior and are steamrolling thru my lands, they still loose the war because they couldnt bother defending Tunis and West Sahara. It is just so easy to bully them. Was that always the case?


r/victoria3 9h ago

Discussion Diplomatic plays desperately need to be reworked

137 Upvotes

In my opinion, this is by far the worst part of the game, even surpassing the bad AI which is to be adressed in the next big update (which I'm not saying is a bad thing, to be clear). Everyone knows diplomatic plays suck for a multitude of reasons, and many do talk about it, but I don't see enough demand for it to actually be adressed.

I'm not talking about the wars themselves (though they also are in need of improvements), but the process of starting and ending them. Diplomatic plays, in their current state, are just annoying and unbalanced, and make wars way worse than they need to be. I have written a few points detailing the worst parts of the system and suggestions on how they could be changed:

1) The way you progress towards victory should be completely changed. Right now it's pretty much all or nothing, since you rarely will be able to negotiate peace if you just capture one of your wargoals. I remember being at war with Britain for a decade as Italy because I couldn't capture Gibraltar, and the only options I had was to either build a bigass fleet to succeed an invasion (which I was failing to do multiple times with a smaller fleet), invade Spain to invade by land, or white peacing and losing my every gain despite controlling every other wargoal.

Additionally, caturing the enemy capital should contribute significantly towards victory, but not immediately and necessarily grant it. You can ignore every war objective and just capture the enemy capital by assigning a strategic objective or naval invading, granting total victory despite what you actually desire and the ramifications of the peace treaty.

If you just want a random state in Africa and you capture the enemy capital, sure, it makes sense. But if you, say, want to dismantle the entirety of China and just naval invade Beijing, then it becomes broken. Countries under perceived existential threat do not bend just because their capital falls, not even during the 19th Century. Capturing the capital should matter progressively less according to the size of demands and infamy.

2) Other countries should be able to join ongoing wars. This being impossible or requiring a different diplomatic play is nonsensical, since you can't reinforce a collapsing frontline if your co-belligerent is part of a different play, and not even invalidate the peace treaty enforced upon them by your enemy.

3) You should be able to add wargoals during the war. Accidentally death warring for nothing is just sad. You should be able to do it if the war escalates, like if it has too many casualties or more nations intervene, maybe adding infamy penalties to balance it off. It's especially annoying if you are intervening on a diplomatic play you didn't initiate, since you can only add one wargoal for some reason.

Adding to the previous point, you should be able to add a wargoal to invalidate a peace treaty if your ally was knocked out, forcing the loser to return all annexed states and retract any enforced treaty. Released nations should probably be excepted, and have the returned states be returned to them if they have a more legitimate claim than their original owner (so bordergore doesn't happen).

4) "Release nation" and "release subject" should be more flexible and penalizing. Releasing bigger countries should cost way more maneuvers and releasing smaller countries less maneuvers, and releasing in general should cost infamy. The infamy should be proportional to the liberty desire of the subject or the independence activism and size of the territory, so things like releasing Occitania should be possible but cost almost a crippling amount of infamy to do it if the Occitanian movement is unpopular, since you'll be dividing France and disturbing the equilibrium of Europe for no good reason. Also, released nations should have all of their territory claimed by their previous overlords by default.

5) There should be wargoals to create protectorates or puppets out of released nations, for the appropriate infamy, of course. This is Victoria 3, I'm not liberating people due to the goodness of my heart. Also, if the peace treaty is invalidated, these protectorates/puppets should be immediately freed.

6) Infamy should be more impactful in general. Right now, infamy only really makes nations hostile if you surpass 100, which is weird. Conquer half of a country for 99 infamy, I sleep, raise it to 100 by also conquering a small island on the other side of the world, REAL SHIT.

"Cut down to size" also invites bordergore and barely functioning coalitions. I think it should be scrapped, and instead high infamy should drastically reduce maneuvers and infamy cost for other countries on wargoals enforced upon you, and make the AI more likely to choose "release nation" wargoals.

Overall, these are my main gripes and suggestions. I'm not sure if they are the best changes possible, but I do think the DP system REALLY needs a rework. I would like to hear opinions on the comments down below.


r/victoria3 10h ago

Screenshot The most innocent 3-year-old french boy:

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146 Upvotes

r/victoria3 4h ago

Question Is it possible to establish military dictatorship?

46 Upvotes

In every playthrough, I dream of building a military dictatorship, but it seems almost impossible to establish it once and for all.

The armed forces provide good bonuses and DO NOT ask questions about my political reforms. They are tied to just a few laws, which are mostly already good.

I usually maximize the political strength of officers, give them concessions, increase military salaries for political influence, and try to make them numerous overall. However, this is never enough, and they always fall below 10% or even 5% of political strength as the country develops.

So my question is: is it real to make the armed forces powerful and keep them in the government permanently? Which country (besides the Caudillos) and which laws are best for this?


r/victoria3 3h ago

Screenshot Cursed France

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23 Upvotes

While digging throu gallery I managed to uncover pictures of cursed France I helped to create back in 1.12


r/victoria3 14h ago

Screenshot Coolest Tag+Colour combo?

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101 Upvotes

r/victoria3 5h ago

Screenshot Old rivals unite against communism

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14 Upvotes

r/victoria3 3h ago

Question Chess Grand Master Magnus Carlson tried to overthrow my country

8 Upvotes

I didn’t take a screenshot as I thought it was just some kind of achievement. He was launching a coup with the armed forces and scheming to overthrow the government of newly liberal Denmark. I legitimately thought this was a reference to him.

Has this happened to anyone else? It may be worth noting I also had control of Scania and Götland. I don’t remember the year, definitely prior to 1880. I don’t remember if Sweden was my puppet yet but I was a great power (A.P. Möhler swift merchant marine kicks ass)


r/victoria3 1h ago

Question How to play as dai nam or small nation in general

Upvotes

I just started playing victoria 3and have some question.

How do youplayas dai nam are there tips how to play this nation.

Currently i am just get a loop of building Construction industries but thats it. Should i stop building if there are not enough workers? But how do i get more workers.

Also sol of my people is pretty poor and eventually they will revolt.

Conquering neighbors is also difficult because of high infamy.

Many tutorials says one should conquer brunei but how do i get there without boats and it take an eternity to build them.


r/victoria3 8h ago

Screenshot why wont my fleet fully commit?

17 Upvotes

i have 28 warships split in two fleets in one sea node. all set to interception, but for some reason only 15 of my warships comitted to this battle while the entire prussian fleet joined in, earlier my ally lost their only ship in this same node and my ships did not help.

how do i get my fleet to concentrate its force?


r/victoria3 7h ago

Discussion Is there any hope for a middle east dlc?

11 Upvotes

The entire region is sorely lacking flavour especially considering the decline and fall of the ottomans is a major event in the time period. Could maybe be bundled with a diplomacy update or a rework to civil wars and unrest.

I know the existence of the Balkans DLC kinda means they won't want to touch the ottomans for a while but it's kinda sad that Egypt, Morocco and the Arabian Minors get left behind because of this. Persia and the Ottomans already have some flavour but Egypt is entirely lacking in it, even though they are one of the recommended nations in the start menu.

I also think an Africa DLC could be a good way to add some flavour for these nations so It's not specifically focused on just the middle east.

What do you guys think?


r/victoria3 1d ago

Screenshot Literally unplayable. There is a grammatical mistake in the flavor text of the Russian Orthodox Patriarchy ideology.

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658 Upvotes

r/victoria3 11h ago

Screenshot Run for 2 achievement with France

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21 Upvotes

Run France :

  • at the start I just invited as many people as possible from my block (Mexico, Colombia, Ecuador, Venezuela, Switzerland, Belgium, Piedmont)
  • I became the French Empire under Napoleon, but since I had 20 million radicals, I was able to become a parliamentary republic under an event
  • around 1900, I had the great and magnificent Karl Marx as president, which allowed me to become a communist.
  • as for war, I've only fought in Africa, twice with the United States, a few times with Germany to liberate things, and a few times with the British.
  • success : exporting 100 levels of champagne while being communist (it was simple, just take the company and nothing more) and the other sinking an English flagship (in the late game it's just too easy with the numbers and the technological advantage)
  • regarding the modes (last screenshot), it's mainly the 12 principle slots that are strong; they allow you to put almost all principles into the nation block (I use it when I play a large country, but since I don't like playing large countries, I practically never use it).

r/victoria3 13h ago

Screenshot The "Great" Britain reduced to a single state

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28 Upvotes

I got no one to share this with; It's too niche I suppose. but today maybe I finally understand this game a little, I get it now what makes this game absolutely amazing for me, when I decimated the british and learnt what real victory is like. In my previous runs I disliked how they truly meddle with everything I wanna do but now have fun staying in one state south of Argentina LMFAOOO BYEE


r/victoria3 23h ago

Discussion I relinquished my Germany playthrough because I felt bad for Austria

153 Upvotes

I know it's funny because I'm feeling bad for an NPC-controlled country but the story is quite sad.

Belligerence with Austria is expected when doing the Prussia into Germany playthrough since you have to wrest the German unification claim away from the Austrians. However, since I was building up for the long game by preparing a proper economy first, I was 100% peaceful and diplomatic for the first few decades. Additionally, I had cooperative+ relations with Austria (and all the European majors) so going diplomatic was the better option anyways.

But then, for whatever reason, Austria willingly gave up their claim for German unification. With that, and an opportune intervention in the Schleswig-Holstinian war for their independence against Denmark, I immediately formed the North German Confederation. Since the southern German principalities also were under my sphere of influence, I instantly formed Germany. Austria still retained Genial relations with me whereas Russia decided to sour our relations and leave the Holy Alliance.

A few years passed and I saw a Montenegrin diplomatic play for independence against Austria pop up, backed by Russia. Me, being the Paradox opportunistic player, checked what both sides had to offer:
Austria: an obligation;
Montenegro: any Austrian province.

So I obviously picked the Montenegrin option and offered my support in return for Austrian Bohemia.

The very sad part is that, immediately after sending the offer for support, Austria made me an offer to sway me to their side. This was legit very sad because imagine you being Austria, going to your northern friends who you willingly allowed to unify lands that you potentially coveted, just to find out that they're stabbing you in the back as you spoke with them.

The war obviously was a wash. Austria was obliterated, Montenegro became independent and carried a bunch of provinces along with it and I got Bohemia.

Needless to say that Austria became antagonistic, to the point that they attempted to vassalize Switzerland a few years later, which was in my sphere of influence. I obviously opposed it and demanded Tyrol for their insolence.

To my dismay, literally every neighbouring country, including the same Russia I fought alongside a few years prior but excluding the Benelux, sided with Austria. I thought I was dead then and there, an outcome I considered "fair" given what I had done to the Austrians prior. To my surprise, I actually beat this massive coalition single-handed and without much effort.

Now it's the early 1900s and I'm:
#1 on GDP (2x than the #2 Great Britain);
#4 on Population;
#1 on Land Army (3x than the #2 Russia);
#2 on Naval Size (close to the #1 Great Britain);
#1 Power Block, eclipsing the British Empire.

I still have some 30 years left in the playthrough and, even though I don't think I'll achieve the final Hegemon requirement for the achievement, which is to control 40% of the world's population directly and/or via puppets, I'm confident I could give it a decent shot. I don't think anyone could stop me because my economy is massive and it would sustain my armies for a good while, and I have a triple alliance with the British and the Russians (yes, the same Russians lol).

But... betraying Austria truly took away the playthrough's glory. They gave up their claim over Germany as they hoped their Prussian pals would pair up with them, thus forming the North + Southern German alliance against the world, only to find out that they were betrayed for something as superficial as land.

Now I'm sitting at the top of the world while the guys who allowed me to form the country (and in their expense given I took away land from them) are dying in the dirt. Their nation is broken, poor, and isolated at the world stage. Nobody, not even the Dutch who hate me, likes them. They're legit a rotting carcass in Europe, only waiting for the vultures to pick their corpse clean and partition their lands.

I know this was a silly post. But damn, I'm legit feeling sad for them.


r/victoria3 3h ago

Game Modding [Modding help] Changing country relations

3 Upvotes

I am trying to code my first mod and got a problem I could not solve on my own so far

In an event I have an option that adds claims for two states. Let’s say STATE_1 and STATE_2. That works just fine.

Now I want to change relations with the country or countries owning these states. It could be fully or partially owned states. Of course I need to exclude the player state, but a pre-defined other country as well in case they own one or both of these states. Let just say c:FRA.

I think it should not be that big of a deal to realise this but I could not get it done. I could not find a reference in the existing events as well.


r/victoria3 21h ago

Screenshot After 100 hours, i think ive finally understood the game!

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78 Upvotes

After playing around with all sorts of Nations, ive finally decided to give Prussia a try.

Instantly went to annex parts of Denmark and Puppet the rest, then went after the rest of Scandinavia to also puppet them.

From there i industrialized while being best friends with the world and getting everyone i could into my powerblock while also collecting investment rights like pokemon.

Not even needing to take on Austria to form germany i completely postponed that JE, instead further focusing on economics.

After securing an Alliance with Great Britain aswell (That somehow lasted until the end of the game, so 50+ years after forming it and maxing out infamy at 1000) I decided it was finally time to form germany and Central Europe.

By that point i was already at 600-700k GDP and so far ahead in tech, it was basically a formality. Even all of Free India and the Ottomans couldnt save Austria.

After all that it was already the 20th Century so i decided, screw it lets see if i can take on the world.

France, Spain, Russia, India and the Ottomans tried their best to put me down. But even as i was constantly hounded by uprisings from my RP choice of Nazi germany, they did not stand a chance. Troops with 150 Offence against enemies that barely hit 70 on defence when fresh.

Speaking of my Nazi Germany, ironically it was formed by a Jewish Corporatist named Rothschild...cant make that one up. lol


r/victoria3 12h ago

Question What would be an IRL equivalent?

15 Upvotes

what would be an IRL equivalent to my government system?


r/victoria3 12h ago

Question Buying Cuba as USA

13 Upvotes

Is there a way as USA to guarantee that the cubs journal entry results in being able to buy it as USA. I know that having good relations with Cuba helps and I often form a trade league and put the embassy in Cuba as well as I think that's a factor but even with this, most games I play as USA cubas journal entry for me to purchase them just doesn't seem to trigger!


r/victoria3 1d ago

Screenshot She truly is unsinkable

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128 Upvotes

The ship Gargantuan, inspired by the ship and consequent tragedy of the RMS Titanic which sank on April 15 1912, actually can actually make it's maiden voyage across the ocean without sinking


r/victoria3 22h ago

Screenshot Oh. Now I'm mad. Time to kill the weebs.

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80 Upvotes

My country is going to explode, but I will 100% nation ruin Japan for this insult.


r/victoria3 1d ago

Screenshot Guys. Please stop hitting yourselves.

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138 Upvotes