Victoria 3 - Dev Diary #182 - The Great Wave & Update 1.13 Now LIVE!
Hoist sails Victorians! The Great Wave and Update 1.13, ‘Matcha’, are now live! With checksum: 3c23. Command the waves in a time of ambition and upheaval. Design mighty warships, guard the world’s straits, and employ gunboat diplomacy to bend lesser powers to your will.Use the power of your navy in order to dominate local rivals and keep foreign threats at bay.Guide Japan through the last days of the Shogunate, navigating turmoil at home and pressure from abroad as you forge a modern power ready to challenge the greatest empires of the day.You can pick up The Great Wave right now, on Steam, on the Paradox Store or as part of Volume 3.Enjoy the release trailer below:And yesterday we released an overview of Update 1.13:If you can’t get enough videos, we released a couple of videos covering the narrative and mechanics of the expansion to bring you up to speed.Of course, if videos are not your speed this handy infographic summarizing what is in The Great Wave:And, before we get into the patchnotes, we have another infographic giving an overview of the update:Moving on, before you try to load up old saves from previous updates, we want to remind you of two things; non-updated mods most likely will not work & old saves will not work due to map/mechanical changes.And so, we have the patchnotes below updated with any that we missed!Patchnotes 1.13The Great Wave FeaturesShip 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 BombardmentAdded 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.PiracyUnrecognized 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.PrivateeringRecognized nations also have access to a version of Piracy, that is only available while at war or during Naval Hostilities.Hunt PiratesWorks 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 NavyNarrative content:Added several events for the Shogunal succession crises of the late Tokugawa, as well as the proclamation of new ShogunsAdded the Tenpō Crisis Journal Entry to the game along with 8 associated eventsAdded a Decision and Journal Entry to Japan to represent the Iwakura MissionAdded a Journal Entry dealing with the ZaibatsuAdded numerous events related to the Japanese royal familyAdded a new Grant Peerage character interaction, which allows a Monarchy to make characters into nobles at the cost of some AuthorityAdded "Ostracize" and "Patronize" character interactions, to increase and decrease character Prominence or PopularityAdded 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 JapanAdded "Elevate Buddhism" decision and Journal Entry for JapanAdded Journal Entry and events related to the colonization of KoreaAdded the Taming the North Journal Entry to the game, dealing with the Japanese colonization of HokkaidoAdded a Journal Entry showing the tug of war between China and Japan over the Ryukyu KingdomJapan now begins the game with the Locked Country Journal Entry and Sakoku, a law variant of IsolationismAdded 11 companies and 4 new unique prestige goods to the gameAdded several historical earthquake events for J

Hoist sails Victorians!
The Great Wave and Update 1.13, ‘Matcha’, are now live! With checksum: 3c23.
Command the waves in a time of ambition and upheaval. Design mighty warships, guard the world’s straits, and employ gunboat diplomacy to bend lesser powers to your will.
Use the power of your navy in order to dominate local rivals and keep foreign threats at bay.
Guide Japan through the last days of the Shogunate, navigating turmoil at home and pressure from abroad as you forge a modern power ready to challenge the greatest empires of the day.
You can pick up The Great Wave right now, on Steam, on the Paradox Store or as part of Volume 3.
Enjoy the release trailer below:
And yesterday we released an overview of Update 1.13:
If you can’t get enough videos, we released a couple of videos covering the narrative and mechanics of the expansion to bring you up to speed.
Of course, if videos are not your speed this handy infographic summarizing what is in The Great Wave:
And, before we get into the patchnotes, we have another infographic giving an overview of the update:
Moving on, before you try to load up old saves from previous updates, we want to remind you of two things; non-updated mods most likely will not work & old saves will not work due to map/mechanical changes.
And so, we have the patchnotes below updated with any that we missed!
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
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
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
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
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
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
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)
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
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
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.
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
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 @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.
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