Hotfix 1.13.7 is now LIVE! - Not for Problem Reports!
Good day Victorians.Today we have a larger hotfix for you, with over 100 separate entries, addressing some of the key bugs, AI, balance and more. Notably AI GDP, from our internal tests, should now have returned roughly to 1.12 levels on average.With these being a select few of the key entries mentioned below; the Kiel Canal now exists and can be built, anarchist successions are less fanatic about seceding, the AI now composes fleets according to desired roles and landlocked countries can now negotiate treaties with countries they cannot ‘reach’. You can read more about the issues below in the full patch notes.As for our hotfixing plans, we are investigating an issue related to AI getting stuck in naval invasions and hope to get it with you in a smaller hotfix as soon as possible, then a larger hotfix, hopefully similar in size to this one, in a few weeks from now. As for the AI Update we will update you on its expected rough date in a dev diary coming mid-June.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.1.13.7’s checksum is `f369`, and you can check out the full patch notes below.The following changes have been made to the game compared to 1.13.6: FeaturesAdded the Kiel Canal as a constructable canalImprovementsYou can now negotiate treaties with countries you cannot 'reach', fixing issues such as Spain being unable to complete Hispanoamerica due to not being able to 'reach' ParaguayFixed multiple issues where countries could end up paying very inflated sums for port connection merchant marines (aka busted an embezzlement scheme by the port cartels). We now instead calculate how much each country’s market areas have to purchase from other market areas and attribute a portion of the port connection shipping lane costs proportional to that share to that country as a fee that is paid to the market owner.Supply Ships now have proper 3D graphics, using troopship graphics and visually changing over time as you unlock better techAIThe AI now composes fleets according to certain desired roles, such as a main battle fleet or a fleet for raiding/piracy. Different fleets have different ship compositions and sizes, for example main battle fleets tend to get most of the capital ships and to be much larger than other fleets. Fleets will now focus on missions fitting for their composition. Capital ships won't be used for pirating activities.Did a major improvement pass on AI fleet mission handling to make it use its fleets in a more logical fashion both during war and peaceThe AI is now better at prioritizing important regions with a high strategic region score for assignment of a stance over less important ones, and should focus its power projection efforts on regions needed to complete certain journal entries, for exampleFixed a bug where the AI could create invalid templates for some ship classes, resulting in those ship classes never being usedThe AI is now willing to keep some very obsolete ships around if they have a low enough number of ships in the class compared to their desired amountThe AI will now decommission a limited number of obsolete ships per tick, to avoid overly aggressive mass-disbanding actionsThe AI no longer always fills every utility slot but will make a determination based on utility weight vs number of empty utility slotsFixed a bug where the AI was unable to downsize barracks due to attempting to downsize marines that didn't exist.Fixed a bug where the AI would be unable to downsize barracks due to disbanding units not flagging their building spending priorities as in need of an update.The AI now treats shortages much more seriously when they lack the ability to trade in order to solve them.Improved AI fleet and army selection logic for naval invasions and transportationThe AI now more actively merges small temporary formations in the same locationFixed a bug where the AI would abort a naval invasion against an occupied state when taking back the state due to no longer calculating it as a valid targetThe AI will now limit the mission area size of its fleets based on how large they are, with smaller fleets having smaller mission areasFixed a bug where the AI would refuse to defend itself entirely in a war against a much weaker opponent because of incorrectly applied checks intended to keep it from overcommitting against far weaker enemiesEncouraged the AI to always press the "Promote National Identity" button whenever available in the South American "The \\\[Primary Culture\\] Nation" Journal EntryThe AI will now wait 100 days after sending a peace deal to send another, giving the player time to propose their own peace deal if the AI's offer isn't to their likingMade the Japanese AI more likely to pursue colonial laws if Japan has claims on KoreaUpon an AI Japan completing Honourable Restoration with either an Imperial or Taikunate victory, Japan will annex a non-player EzochiBalanceMade Anarchist movem
Good day Victorians.
Today we have a larger hotfix for you, with over 100 separate entries, addressing some of the key bugs, AI, balance and more. Notably AI GDP, from our internal tests, should now have returned roughly to 1.12 levels on average.
With these being a select few of the key entries mentioned below; the Kiel Canal now exists and can be built, anarchist successions are less fanatic about seceding, the AI now composes fleets according to desired roles and landlocked countries can now negotiate treaties with countries they cannot ‘reach’. You can read more about the issues below in the full patch notes.
As for our hotfixing plans, we are investigating an issue related to AI getting stuck in naval invasions and hope to get it with you in a smaller hotfix as soon as possible, then a larger hotfix, hopefully similar in size to this one, in a few weeks from now. As for the AI Update we will update you on its expected rough date in a dev diary coming mid-June.
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.
1.13.7’s checksum is `f369`, and you can check out the full patch notes below.
The following changes have been made to the game compared to 1.13.6:
Added the Kiel Canal as a constructable canal

You can now negotiate treaties with countries you cannot 'reach', fixing issues such as Spain being unable to complete Hispanoamerica due to not being able to 'reach' Paraguay
Fixed multiple issues where countries could end up paying very inflated sums for port connection merchant marines (aka busted an embezzlement scheme by the port cartels). We now instead calculate how much each country’s market areas have to purchase from other market areas and attribute a portion of the port connection shipping lane costs proportional to that share to that country as a fee that is paid to the market owner.
Supply Ships now have proper 3D graphics, using troopship graphics and visually changing over time as you unlock better tech
The AI now composes fleets according to certain desired roles, such as a main battle fleet or a fleet for raiding/piracy. Different fleets have different ship compositions and sizes, for example main battle fleets tend to get most of the capital ships and to be much larger than other fleets. Fleets will now focus on missions fitting for their composition. Capital ships won't be used for pirating activities.
Did a major improvement pass on AI fleet mission handling to make it use its fleets in a more logical fashion both during war and peace
The AI is now better at prioritizing important regions with a high strategic region score for assignment of a stance over less important ones, and should focus its power projection efforts on regions needed to complete certain journal entries, for example
Fixed a bug where the AI could create invalid templates for some ship classes, resulting in those ship classes never being used
The AI is now willing to keep some very obsolete ships around if they have a low enough number of ships in the class compared to their desired amount
The AI will now decommission a limited number of obsolete ships per tick, to avoid overly aggressive mass-disbanding actions
The AI no longer always fills every utility slot but will make a determination based on utility weight vs number of empty utility slots
Fixed a bug where the AI was unable to downsize barracks due to attempting to downsize marines that didn't exist.
Fixed a bug where the AI would be unable to downsize barracks due to disbanding units not flagging their building spending priorities as in need of an update.
The AI now treats shortages much more seriously when they lack the ability to trade in order to solve them.
Improved AI fleet and army selection logic for naval invasions and transportation
The AI now more actively merges small temporary formations in the same location
Fixed a bug where the AI would abort a naval invasion against an occupied state when taking back the state due to no longer calculating it as a valid target
The AI will now limit the mission area size of its fleets based on how large they are, with smaller fleets having smaller mission areas
Fixed a bug where the AI would refuse to defend itself entirely in a war against a much weaker opponent because of incorrectly applied checks intended to keep it from overcommitting against far weaker enemies
Encouraged the AI to always press the "Promote National Identity" button whenever available in the South American "The \\\[Primary Culture\\] Nation" Journal Entry
The AI will now wait 100 days after sending a peace deal to send another, giving the player time to propose their own peace deal if the AI's offer isn't to their liking
Made the Japanese AI more likely to pursue colonial laws if Japan has claims on Korea
Upon an AI Japan completing Honourable Restoration with either an Imperial or Taikunate victory, Japan will annex a non-player Ezochi
Made Anarchist movements less rabid about seceding and encouraged them more towards attempting outright revolution, additionally they will no longer try to secede from nations with less than 5 states altogether
There is now a 6 month cooldown on changing tolls and strait access settings. Like tariffs and subventions, this cooldown has a grace period of 7 days after changing the setting before the actual cooldown lock is applied, during which you can freely revert to the previous setting.
Slashed toll rates in half, as they were rather excessive, particularly with single strait controller
Reduced Merchant Marine cost for port connections and goods transfer treaties to more reasonable levels
Blockade Efficiency is now calculated as (total blockade strength) / (total blockade resistance of blockaded states) instead of simply blockade strength divided by number of states, meaning that states with tiny resistances won't eat up a large fraction of your blockade strength
Added a timeout to the Short-Term Tax Cuts Amendment
Garrisoned armies can now only defend against naval invasions targeting their state or a neighboring state
Did a major balance pass on utility modules to ensure they all have some use.
Did a major balance pass on accuracy. Accuracy is now compared against both speed and visibility to determine hit chance, and accuracy modifiers are actually impactful, so capital ships will have a hard time scoring hits on torpedo craft.
Torpedo craft are now the fastest ship types of their era, rather than the slowest.
The Ottoman Empire no longer receives 100% Maneuvers in every Diplomatic Play for the duration of the "Tanzimat: Reclaim Syria" Journal Entry, instead it receives extra maneuvers specifically for the war against Egypt in the "Reasserting Our Authority in Syria" Event
Rebalanced blockade strength and resistance values to make blockades more viable in the mid to late game
Restricted the headquarters of Witkowitzer Bergbau- und Hüttengewerkschaft to Moravia, and added an Iron Mines potential to this state
Updated several Journal Entries and Events to account for non-leader Politicians in the National Cast
Luxembourg now starts the game with all technologies that the Netherlands have access to
Reduced the assimilation requirements for The Government of Chōsen Journal Entry
Increased the minimum level of turmoil permitted in The Government of Chōsen Journal Entry
Added traditional Japanese umbrella (Wagasa) for Japanese pops to the game
Added a flag to Buganda
Adjusted province borders in the Sinai to more closely follow the shape of the Canal
Ainu characters and pops in non-Japanese countries will no longer wear Japanese clothing
Made the Empire of Korea slightly less purple
The Taming the North Journal Entry may now be completed by the Ezo Government/Ezo Republic
Added two events about the Ezo Republic. During a civil war, defeated Shogunate forces may flee to the island of Hokkaido, from where they may attempt to negotiate with the government to establish a Tokugawa fiefdom.
Removing Subjecthood is now a requirement to abolish the Edo System, for both the Meiji Restoration Journal Entry button and the Decision
If the Sonnō Jōi movement has the Shōjōi ideology, its activism will now increase for every year that Japan does not expel foreigners, to a maximum of 50%
If the Sonnō Jōi has the Daijōi ideology, it will gain Activism for Japan being Unrecognised
In the Boshin War, the side not in control of Matsumae Domain will now gain a wargoal to annex Ezochi
Made The Korean Rebellion into an International Situation Journal Entry
Limited Shinbutsu Bunri completion criteria to starting Japanese Homelands and expanded the tooltip to list them individually
The "Manifest Destiny" decision can now also be taken when 40% or more of the Great Plains strategic region are controlled by the United States as an alternative to having an interest in the Pacific Coast strategic region
Added a system which will track who the Japanese Taikun is, assign them a permanent modifier, and ensure they are an Interest Group leader
The Suez and Panama surveys will now be visible for all Great Powers by default
The Texan Statehood Journal Entry for the USA is now pinned by default, and adds Involvement in the Pacific Coast upon completion
Added a complete condition to The Oregon Border Dispute for the USA gaining Columbia District as a subject
Gave Cherokee culture its traditional homelands in the US South East which are removed as part of the Trail of Tears
Gave Caddoan culture homelands in Oklahoma, Kansas and Nebraska. Removed their homeland in Alabama.
Gave Muskogean culture a homeland in Alabama
Reworked Japan's political party names
Fixed an issue where a Naval Administration building in Constantine, Algeria was owned by Morocco
Created a starting treaty between the USA and Oregon, to give the USA some starting Involvement in the Pacific Coast
Added an alternate political party system for the Taikunate
Added a starting Port to Washington
Added several more Japanese noble last names
The selected mapmode is now the default mapmode which the game will remember and return to after you close panels that change the mapmode. You can also click the globe button next to the mapmode to lock it, which makes that mapmode stay selected even when panels are open that would normally override it. This means you can properly select and stay in a mapmode of your choice instead of having it constantly reset.
Added wages to the maintenance cost prediction in ship designer
You can now see what contributes to a country's share of the cost of a shipping lane in a market
Allowed assigning commanders to formations without units
Added paged construction for Military and Supply ships
Removed empty unit type buttons on Unit Groups in the Army panel when there are no available Unit Types in that Group and added a tooltip
Made it so the military and supply ship queue no longer show maintenance points spent to increase clarity
Made it so that when keeping a particular region's panel open, that region will be highlighted on the map
Added proper grouping and breakdowns to toll income and expense tooltips
Adjusted tooltips for National Cast and Companies Filters by removing unnecessary ones and adding new relevant ones
Fixed the wrongly greyed out Army button in the Invasion Planner when you had selected an Army
Filtered out foreign shipyards from ship construction menu
Added dropdown menus to Strategic Region Tiers to improve overall navigation
Blockade and Power projection missions now display more relevant information when active or being selected
Made sure the tab structure and shortcuts to the tabs are correct on the Fleet panel
Added a dropdown to group Diplomatic Plays in the Outliner
The support separatism action now shows which movement is being supported in the outliner
We now sort entries in various calculation breakdowns
Removed company charter information from tooltips that snuck in for non-owners of Charters of Commerce
Removed veterancy level from ship type tooltip
Fixed an issue where supply routes were shown when HQs were highlighted
Added concepts for Diplomatic Relevancy and Strategic Adjacency
Fixed misaligned Ruler Selection panel layout when having a mix of politicians and commanders
Fixed a couple of typos and other minor localization issues
"Highest on the Highveld" event uses more efficient triggers and effects
Added script support for Variable maps
Added `fleet_compositions` to ai_strategy which allows you to greatly control how AI fleets will look and behave
Allowed can_queue_building_levels to accept script values
Added new diplomatic play scope effect add_maneuvers
Added fastdetection console command which gives all fleets a 100% chance to spot enemies
Fixed a bug where World Market Hubs were not fully deregistered upon destruction, which could lead to double toll payments
Fixed a bug where the World Market Hub Trade Center would pay all tolls rather than toll costs being properly distributed per trade center
Fixed a bug where unused supply ship construction points would be used for military construction points preventing supply ships from being built
Fixed a bug where the company sorting buttons did not work
Fixed convoy raiding not engaging army supply ships, preventing naval raids from disrupting land army supply lines
Fixed an issue where an army could travel to a basecamp without a valid supply path
Fixed an issue where fortifications were not affected by goods shortage
We now disband all the troops when disbanding a formation instead of transferring them, which resulted in teleportation
Fixed an issue where commanders could not be recruited to formations without units or ships
Fixed a bug where non piracy agreement would not prevent your export routes from being pirated
Fixed an issue where fronts could not advance against enemy allies
Fixed the multiple unit panel always only showing the Advance order
Removed the Age of Caudillos modifier from Iquichia
Fixed an issue that caused Caribbean states to not use the Latin American building set
The Social Monarchy law is now valid for forming Sovereign Empire power blocs
Fixed a bug where after annexaction units could join the wrong armies
Fixed an issue where Negotiations could request an impossible amount of trade centres
The "Acquire Land in Panama" and "Acquire Land in the Sinai" decisions now give provinces on both sides of the canal to be
Countries are now forced to actually pay the merchants shipping their treaty transferred goods
Fixed refreshing army supply paths when military access changes
Purchasing Alaska no longer transfers the Kuril Islands to the country that purchased Alaska
Selling Alaska now dissolves the Russian-American Company
When defending against naval invasions, we now strongly encourage the coward generals stationed in the attacked HQ to go alongside their units to defend
Fixed Sakhalin having no arable resources
Corrected a hub issue in Tenasserim, so troop movements from the port hub to the land do not teleport armies
Fixed an issue with unraised conscripts being included in the calculation of the special unit ratio
Fixed a bug where invasions with with both marines and regular troops could silently fail to start
Fixed numerous cases where primary cultures could be culturally discriminated against
Fixed a bug where ships in ports that take damage would not queue up any repairs
Fixed a bug where ship repairs did not account for new damage once the repair was queued
Moved the city of Suez to within Sinai state
Fixed an Out Of Sync with Ship Templates serialization
Fixed an Out Of Sync with AI evaluation of project interest on a sea region
Fixed a bug where a companies HQ did not properly disband, this would prevent you from creating the company again
Fixed an issue where pursuing the Andean Federation would give infamy to the wrong country
Fixed an edge case where a non-Tokugawa character could become the Shogun of Japan
Colonial countries formed through "Establish Colonial Administration" will now get all of the overlord's primary cultures
Fixed a bug where using marines did result in not showing any 3D models on fronts or battles
Fixed a crash that could occur when an invasion was cancelled
Corrected DLC requirements for some clothing assets that were accidentally locked
Chinese ship names will now display properly
Fixed the Kuril Islands not having market access at game start
Fixed a bug when Market Access Price Impact would not change after Flood has ended
Fixed a bug where, when a country would become recognized, existing piracy missions would not be cancelled
Abdicating the Japanese Emperor now fires the Imperial succession events (The Great Wave)
The "The Opium Trade" Journal Entry now addicts a culture in a market which is importing opium, rather than exporting it
Fixed a bug where liberate country would not be possible when the target country had no researched pan-nationalism
Fixed an issue where Diogo Antônio Feijó could live forever with Colossus of the South active
Struggle for the Highveld JE now has text when looking at South African countries in the lobby
Fixed an avenue in which French royal claimants could duplicate themselves
Removed a duplicate instance of Tōgō Heihachirō
Fixed an event that, instead of transferring Napoleon III between countries, would kill him and make a clone
Fixed a case in Divided Monarchists in which cementing the power of the ruling dynasty would kill and create a clone of the ruler
Fixed a problem that could make the German flag fail to render in tooltips
"A Strange Superstition" may no longer fire every year
Fixed the wrong country having the Treaty of Singapore with Johore
Fixed DLC icon and text in event windows
Added localisation to the name of Ibibioland
Fixed an inaccurate tooltip in the Strike! Journal Entry
Previous Patchnotes
1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6
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