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Victoria 3 update for 6 March 2024

Update 1.6 "Blackcurrant" patch notes

Share · View all patches · Build 13565420 · Last edited 6 March 2024 – 15:06:06 UTC by Wendy

Patchnotes via Steam Community

Good day Victorians!

Update 1.6 “Blackcurrant” is now live! Featuring a variety of quality of life changes, balancing, bugfixes and a number of new features! For Known Issues please look at this post!

Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!

New Features in Update 1.6

  • Free: Migration system rework with Cultural Communities limiting which states pops might consider moving to, as a measure to improve UX and late-game performance
  • Free: Filterable and sortable fullscreen Census Data panel, to give you more insight into your population than you ever thought you needed
  • Voice of the People: Implemented additional content for abdicating during revolutions
  • Voice of the People: Added resign from Office character interaction
  • Voice of the People: Implemented additional character interactions for countries with Secret Police, allowing for the assassination of troublesome characters

Improvements

  • A newly spawned country that inherits a war goal from a war in progress will now be automatically targeted with a new war for those war goals by the holder of that war goal, at no additional infamy. A common issue addressed by this change is that revolutions no longer invalidate war goals.
  • It is now possible to merge the entirety of a formation (A) that is itself the target of a merge into a different formation (B). This will retarget the formations that are traveling to merge with A so that they will instead travel to merge into B. Previously, this kind of merge was forbidden.
  • The Art pop need category has been replaced with a new Leisure category, letting the very wealthiest among your people self-actualize in style. This need consists mostly of Fine Arts but also an assortment of other goods such as Clippers, Small Arms, Wine, Aeroplanes, etc. Services act as a low-weighted fallback if these other goods are exceptionally rare in your market.
  • When a subject starts an Independence or Increase Autonomy diplomatic play, that play now takes place in the subject's capital rather than in the overlord's
  • Overlords taking control of a play no longer get the option to switch sides
  • Native Uprisings now have the native country as attacker rather than defender, and so no longer prevent the colonizing country from starting their own plays
  • Added button to upgrade all units in a unit group
  • The game will now warn you if you launch with mods that aren't marked as compatible with your current version. Pressing "ignore" will ignore this warning for the current version of the game.
  • Garibaldi will no longer show up to defend countries against autocratic revolutions (e.g. Garibaldi should not be getting involved in Indian Peasant uprisings)
  • Garibaldi will no longer show up to defend democratic countries against significantly weaker autocratic ones (e.g. Garibaldi should not be defending the USA against Native Americans)
  • Garibaldi can now show up to fight for democratically inclined revolutions and secessions against autocratic countries
  • Only fully occupied states now contribute towards war exhaustion, occupation progress has no effect
  • Added new Mass Migration Attraction concept
  • Updated migration concepts to be more representative of the current state of the game and be more interconnected
  • Added mobilization and movement speed modifiers for formations and unit modifiers for formations
  • Added a button to upgrade all upgradable units in a Military Formation, and one for all Military Formations owned by the player
  • It is now possible for subjects to switch sides in a play if the other side has a Liberate Subject wargoal targeting them and haven't added any additional wargoals against them (the AI will do only do this if they are Rebellious)
  • It is now possible to attempt to sway rebellious and human-controlled subjects by offering them Independence or Increase Autonomy as a wargoal. Reverse-swaying is also supported, so the subject can offer to side against their overlord in exchange for one of these wargoals.
  • The effects of breaking manually vs auto-breaking a pact can now differ, auto-breaking an Alliance won't cause a relations hit but still creates a truce, for example
  • Added more URLs for Historical Characters
  • Canals now provide a bonus to migration attraction
  • Mandatory baldness is no longer enforced on non-Buddhist Devout IG leaders
  • The Pampas state trait now gives a bonus to ranching as well
  • Mongolia is now only released in Outer Mongolia. A Greater Mongolian state will take some additional effort.
  • Japan, Korea, Siam, Vietnam, Tibet, and Cambodia now start with the Sericulture technology
  • Adjusted the population/arable land of Inner and Outer Mongolia to better reflect the situation in 1836
  • Replaced the 'Gobi Desert' trait in Monan with 'Eastern Steppe'
  • Renamed the 'Tianshan' state region to 'Tarim Basin'
  • Added a Mongolian homeland to Dzungaria
  • Updated the demographic data of Dzungaria and the Tarim Basin to better reflect the situation in 1836
  • Revised Bulgarian and Corsican namelists
  • Enacting Free Trade will now remove opium ban if you have it active as China
  • Improved tooltips and performance in the Diplomatic Actions lens
  • Decentralized nations now have their own logic for which attitude they display based on tension and whether there is an ongoing native uprising, and won't randomly display a friendly attitude that doesn't actually have mechanical significance
  • Taiping states now require turmoil to be selected
  • Baluchistan now requires Nationalism rather than Pan-Nationalism to form
  • Moved a Dutch general from the character pool to the Dutch East Indies, where he will serve as a general and an IG leader.

AI

  • The military AI is now much better at organizing its formations in HQs, and will create, merge, split and rearrange its formations to have more balanced sizes
  • The military AI can now split off temporary formations during wars in order to defend or advance on fronts it would not otherwise be able to properly cover. The temporary formations are merged back into their parent formation after the war is over.
  • The AI is now less interested in subjugating themselves to foreign powers they do not have a good relationship with in diplomatic plays
  • The military AI will now create explicit garrison formations in important HQs that will focus on defending that HQ and not travel too far away from it. Garrisons have their own separate mobilization logic and will usually be mobilized during war if there is a perceived threat to their HQ.
  • The AI is now more reluctant to give up its subjects in diplomatic plays, particularly if they are of significant value
  • The AI now places greater emphasis on defending their capital state, especially against backdoor naval invasions
  • The AI now tends to use defensive orders for their generals if those generals are commanding below-average quality troops on the front, so as not to reverse the overall progress with failed attacks
  • The AI now considers qualifications to be more of a factor when determining what buildings to build and PMs to change to

Balance

  • Capped the amount of of interests you can receive from Naval Power Projection
  • Technologies can now increase the amount of max Interests
  • Added another canning Production Method to Food Industries that allows you to pick between Fish or Meat as a consumption good
  • Lowered Farm output of Grain from 30/50/90/140 to 20/40/80/120
  • Removed South Africa's starting navy.
  • Added a cooldown to establishing and disbanding companies. A recently established company cannot be immediately disbanded and a recently disbanded one cannot be reestablished right away.
  • Pops will now consider their job satisfaction during employment updates.
  • Reduced penalties on decentralized nations to prevent mass starvation
  • Rebalanced the starting situations for most countries with Military Formations in the History files
  • Hardwood Production and Focused Hardwood Production, Production Methods reduced Hardwood output to 10 and 20
  • Decreased the amount of food from Subsistence Farms from 2.5 per level to 2
  • Agitators may now only participate in an election once every six months.
  • Edited the starting Spanish, Hanseatic, East Indies, Luxembourgish, Portuguese, Prussian and Russian armies to better reflect the historical situation.
  • Greener Grass Campaign has been rebalanced and now provides a flat migration attraction bonus along a lower multiplicative bonus.
  • Downsizing a building level that isn't fully staffed now only generates a proportional number of radicals to its staffing, and no radicals at all if the level was not staffed at all
  • Researching Paved Roads no longer adds any infrastructure from Pops
  • Pop Consumption of Automobiles in a state now adds a small amount of infrastructure, which is increased when Paved Roads is researched
  • Converting to State Atheism now gives you a larger number of immediate 'converts' in incorporated states
  • Added combat penalties to Panicked Retreat
  • Added morale damage penalties to Controlled and Panicked Retreat
  • Added Straits between: Sumatra and Java, Java and Bali, Zealand and Jutland, and New Zealand
  • Citrus Orchard Production Methods now don't consume all wheat
  • Barbed Wire is now unlocked by Field Works
  • Removed Serfdom and swapped Slave Trade for Legacy Slavery in Grao Para
  • Companies that required 10 levels of Buildings now only require 3 levels
  • Changed unlocking technologies for some Cavalry units
  • Consumer Goods Tutorial now looks at local prices instead of market prices for goods
  • Travel time for formations through different terrains has been lowered
  • Stormtroopers Technology now gives Offense bonus to Trench, Squad and Mechanized Infantry
  • The Brazilian monarchy now benefits from Great Power status
  • China now starts with the Closed Borders law
  • Drastically increased the naval power projection requirement for Brazilian slave trade events.
  • Job Satisfaction from being able to afford expenses now scales with the income / expenses ratio instead of being a flat value
  • When a country is Cut Down to Size, it now receives a decaying prestige penalty and is unable to start any aggressive diplomatic plays for 5 years
  • Pop need rebalancing between categories, especially in the Wealth 20+ range
  • Hanyang Company now gives 20% attack bonus for Shrapnel Artillery
  • Removed Impassable Terrain from Islands and other areas where it is blocking combat for no reason
  • Reduced Rubber input for Elastics to 10
  • Lowered Rubber input, and Tools output for Machined Steel Tools
  • Reduced Engines input of Reinforced Wooden Ships Production Methods
  • Increased Steamers output in Steam Ships Production method
  • Lowered the modifier for Metropolitian Railway
  • Lowered the Interception chance of Admirals on Convoy Escort missions
  • Added Submarine Offense Modifier to Experienced and Expert Convoy Raider
  • Added a Farm to Piratini, Warsangali and Isaaq
  • Gone through and balanced some Companies to make Prosperity bonuses more valuable
  • Reduced the amount of Infrastructure from Streetlights Production Methods by 50%
  • Increased the attraction of middle/upper strata pops in military industries to the Armed Forces.
  • Slightly reduced the military penalties from the Lost the Opium Wars modifier.
  • Reduced radical gain from losing the Opium Wars.
  • Added Dye potentials to South Carolina, Georgia, and Florida.
  • Mass Migration now consistently checks for turmoil or SoL specifically in the relevant states (e.g. homelands) and not as much in the whole country
  • Removed Strait between Svealand and Åland
  • Publicly Traded is now available at all levels of Motor Industry
  • Removed the Artillery Foundry in Mexico because they have no consumption
  • Pollution is now on Meat Production Methods instead of Fabric Production Methods
  • "Socialist Demagogue" will now spawn less often
  • Puppeting Bolivia now makes the Peru-Bolivia journal entry fail
  • Increased the requirements needed to form the Confederation of the Rhine
  • Characters that basically agree with the government can no longer be exiled.
  • Elected Bureaucrats law now makes Bureaucrats more inclined to join the Petit-Bourgeoisie, rather than boosting raw PB political strength.
  • Hereditary Bureaucrats law now increases Aristocrats political strength rather than raw Landowners political strength.
  • Appointed Bureaucrats law now increases Bureaucrats political strength rather than raw Intelligentsia political strength.
  • Subsistence buildings under Collectivised Agriculture now employ fewer Clergymen.
  • The Monarchy law now increases the political strength of Aristocrats, rather than providing a flat bonus to Landowners clout.
  • Council Republics are now more inclined to enact progressive laws and develop industrially.
  • Agitators no longer interfere in the enactment of laws they have no stance for.
  • Few states penalty to mass migration chance now works through a multiplicative modifier rather than division
  • Rebalanced the value of the population factor for migration.
  • Gave Montenegro and Nejd a Grain Import Trade Route
  • Compañía Sudamericana de Vapores now targets Shipyards instead of Ports so that it can be Prosperous
  • Exiling interest group leaders now angers their interest group.
  • Patronise Realism no longer requires so many Arts Academies
  • Reduced Bureaucracy penalty for Greece restoring the Olympics.

Art

  • Tanks and Artillery now explode when defeated
  • Added a representation of the Chemical Warfare mobilization option to battle dioramas when attacking
  • Locomotive types are now spawned based on culture, political connections and market connections
  • Added visuals to city buildings which to represent the Standards of Living in the area
  • Added new first aid cart and field hospital 3D models to frontline graphics
  • Fixed an issue with revolution flags appearing black, they are now correctly colored as the revolutionary interest group color
  • Added new Flamethrower effects
  • Added Maxim machinegun visual and audio effects
  • Ships now splash when sunk
  • Added new Vfx when battles end
  • Fixed a bug where some of the Asian buildings would clip with each other
  • Fixed a bug that causes the military flags to not be visible if the player did not have the Voice of The People DLC turned on
  • Enhanced details on map units weaponry
  • Reduced the range of the torpedo fired by the Submarine and Torpedo Boat
  • Fixed lightmask on navy ships Frigate, Monitor and Submarine 3D model

Interface

  • Added manpower, organization, and morale bars to the Military Formation tooltip
  • Added quick action buttons to move all or half of the units and commanders from one side to the other side in the Transfer Popup
  • Added info about tariffs and consumption taxes to the Goods tooltip, and also added buttons to change them there directly
  • Added a table of Undecided Countries in the "Start a Diplomatic Play" confirmation, showing Military Strength and how likely they are to join either side of the Play
  • When there are multiple enemy/allied formations in the same location, they are now consolidated into a single map marker which shows a summarized view instead of forming a 'tower' of map markers. Clicking the consolidated map marker will open a selection list to let you select any one of the formations it contains. The player's formations still always get their own individual map markers.
  • Building expansion tooltip now takes into account the impact of understaffed buildings and queued constructions and so no longer displays overly optimistic revenue estimates for a building that's mostly empty or which has a bunch of queued levels already
  • Added current + expected number of a default unit type's units to their selection menu buttons.
  • Added number of current + expected units in a Unit Type to the Unit Type tooltips in a Formation.
  • Added a more detailed list item in the Construction Interaction list, showing Employment, State Traits, Production Methods and Local Prices
  • !' is now removed from the production method after mouse hovers over it
  • The tooltip for changing production methods should now show much more accurate information as to the building's production, consumption, revenue and employment immediately after the change takes effect
  • The tooltip for showing an active production method now properly takes into account throughput, input and output multipliers such as economy of scale
  • Revised the way qualifications are displayed so that for each pop type, qualifications are only shown if the qualifying pop would have a reasonable chance of actually taking the job, based on factors such as job satisfaction and pop type wage, meaning that the qualification numbers can now actually be trusted to tell you whether you have Pops that both qualify and would consider actually doing the job in question
  • Added new Migration map mode that displays amount of migration to and from states
  • Added new Mass Migration Attraction map mode that gives a rough idea of what countries mass migrations are likely to target
  • Added new Mass Migration Potential Targets map mode that shows the migration attraction among the states that are eligible for mass migrations
  • Added customize button for a Formation's name/icon to their right-click menu.
  • Added groups for journal entries
  • Added a short "label" and a "status" for a Country, describing who they are to you and your relationship.
  • AI Strategies are now shown in the tooltip for a Country
  • Character Interaction cooldown duration now shows as preview before interaction is triggered
  • Buildings that are unwilling or unable to hire now show more detailed tooltips with the exact reason they are unwilling/unable
  • Reworked the layout of formations on the Military Panel
  • Reworked Migration Attraction map mode to only show states in your market to better indicate how intra-market migration works and better indicate where pops move in your market
  • Migration tooltips now indicate if a state is eligible for mass migrations or not
  • Cleaned up and sorted the interest group tooltip
  • Added Infamy value to the topbar.
  • Exposed a Country's preference for each side in the Diplomatic Play directly in the Sway panel without having to dig through several layers of nested tooltips
  • The Government Interest Groups are now added to the tooltip for a Country
  • The current direction (up/down) of your Relations in the tooltip for a Country is now visible
  • Replaced "State Taxation Revenue" text list in with the same information as a table
  • Removed the Ongoing Diplomatic Pacts Outliner section (replaced with pinnable Countries)
  • When Fleets are zero, they will no longer appear in the Diplomatic Play Sway panel
  • When Mobilization is zero, it will no longer appear in the Diplomatic Play Sway panel
  • Lists within the panels on the left side of the UI no longer reset their position back to the top when you close the window and then reopen it. They also retain their old positions when switching between tabs.
  • Added the companies icon to the sidebar button
  • Fixed issue where NO_ORIGIN_FORMATION_SELECTED was shown as tooltip text in Transfer Popup.
  • An army or fleet without a commanding officer can now be merged with another formation
  • The tooltip for changing production methods now warns you if changing a PM would result in other PMs (such as ownership PMs) would be changed as a result, and includes the effects of those changes in its calculations of production, revenue etc
    Migration values are now displayed as weekly values rather than annual ones (with a few exceptions)
  • Added a small Price graph to each Goods item in the Market panel
  • The number of Conscripts is now visible in the Diplomatic Play Sway panel
  • Added new icon for electric companies
  • Map notification for Grant Independence shows valid text
  • Fixed Slave pops mentioned in Slave State tooltip not having a tooltip
  • The warning for insufficient qualifications now provides more information, such as how many months of current qualification growth the missing qualifications represent for the relevant pop types
  • Alerts that a diplomatic pact is about to break now only show up if relations are actively trending towards the break point due to ongoing actions/pacts, not if they're just close to the break point but have no reason to up/go down further
  • When a pact breaks or is about to break, the interface will now provide much clearer and more readable information about the reason for the break
  • Devastation and Turmoil Effect Map Markers are now visible on mid zoom level if State is being highlighted
  • Tweaked the layout for the Country Details panel to show AI Strategies without having to scroll
  • Reordered things in the tooltip for countries to more closely reflect the order of importance
  • The Subject Types a Country has is now shown in the tooltip for a country
  • Exposed the Ranking Number for the stats on the Country details panel
  • Replaced "Members" text list in the tooltip for parties with a table
  • The "Attitude towards you" icon is now shown on each Country item in the Diplomatic Play Sway panel
  • Sorted all lanes based on total Power Projection of the Country in the Diplomatic Play Sway panel
  • Agitator number on hover shows tooltip on where the Agitator Slots comes from
  • Tooltip for political strength shows reason for slaves not having political strength
  • Generals who used to Advance on a front but have switched to Defend no longer contribute their old Advancement progress to the front side's combined Advancement meter (visual bug only)
  • Added tooltips for the sort header buttons on the Local Price tab for a Good.
  • Optimized the performance of the Outliner by flattening the layout hierarchy
  • Made it possible to unpin Diplomatic Plays from the Outliner
  • Made it possible to unpin Political Movements from the Outliner
  • Added a Country Map Marker to the Diplomacy Map Mode, showing Attitude and Relations
  • Cleaned up the layout on the Diplomatic Play Sway panel, generally made things more compact to give a better overview
  • Added a setting for having the Notification Feed show up the left of the Outliner
  • Added colors to Notifications (good/neutral/bad)
  • Transfer formation popup now supports state and unit filters
  • Added Military Formation breakdowns in Country battalion tooltips.
  • Fixed issue where unit type icons would sometimes not show up in nested tooltips
  • Will now show the reason for Commanders not being able to transfer sides in Transfer Pop up
  • The text for loading game in both main menu & in-game menu now says 'Load Game' for consistency
  • Fixed long country names in various places
  • Fixed overlapping text in Lenses for different languages
  • Increased time allowance for players to answer sway offers from 7 to 14 days. The AI should still answer them within a few days.
  • Tooltip when attempting to Disband Formation with too many commanders is now more intelligible
  • Tooltip for Diplomatic Actions that improve or damage relations have been reworded to be less confusing
  • Added better tooltips for commander orders
  • Added keyboard shortcuts for "Zoom to" (z) and "Pin in Outliner" (x)
  • Hooked in "Go to details" keyboard shortcut in all Information Panel headers
  • The Religion texture is now visible in the tooltip for Religion
  • Made it possible to pin Countries to the Outliner
  • Reworked all Outliner items to have more, and better, information
  • Market Goods Shortage is no longer duplicated in the Notification settings panel.
  • Combat Unit unlocks in the tech tree now has frame around it
  • If Load game is not available, an in-game menu with show 'Load Game' text in italic for consistency will appear
  • Changed Judaism's color to light blue
  • Fixed an issue where an empty army's mobilization status failed to display correctly.
  • Changed the "Never" label for permanent Modifiers to "Permanent"
  • Cultural turmoil now displays with consistent number rounding.
  • Release subject option will be default option in Release-Subject tab in Diplomacy panel
  • Added localization to sea node names
  • Updated Attrition concept

Performance

  • Reworked how pops migrate to reduce the overall number of pops in the world, in order to improve late game performance
  • Shortened load times when starting a new game
  • Made AI spending updates more performant
  • Reduced the size of several of the particle textures to improve performance
  • Resolved a performance issue with the revolution update toggling all mesh objects off each frame even when unnecessary
  • Reduced performance impacts of Diplomatic Plays by having the AI calculate when it wants to declare neutrality once per diplomatic play instead of checking each tick
  • Optimized battle code to prevent unnecessary modifier recalculations
  • Parallelize checks for battle condition updates
  • Improved performance when iterating pops by reducing the object's memory footprint, leading to better cache utilization
  • Improved the performance of unit morale calculations

Modding

  • Several migration defines have been renamed, restructured or removed
  • Production Methods can now specify that they require access to particular goods to be able to be selected
  • New trigger (num_cultural_communities) to check how many cultural communities are present in a state implemented
  • Added new trigger that checks if a given state is eligible for mass migrations
  • Added functionality to create and add tables to tooltips
  • Added script links for migration attraction to be able to check what a state or country's migration attraction is
  • New event target links for formation to home_hq, formation to current_hq, hq to strategic region
  • country_army_unit_type_fraction and formation_army_unit_type_fraction triggers check the fraction of a specific unit type in a country's army or in a specific formation
  • country_navy_unit_type_fraction and formation_navy_unit_type_fraction triggers check the fraction of a specific unit type in a country's navy or in a specific formation
  • army_mobilization_option_fraction trigger checks the fraction of units having a specific mobilization option in a country's army
  • Added console command enactment_checkpoint <type>
  • Removed is_repairing trigger, because it was untruthful

This is such a big post that we ran into the character limit on steam! you can see the patchnotes in full on our forum >HERE<

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